from core.basic.property import CharacterProperty
from core.equipment.property import 成长词条计算
import core.equipment.entry_0.params as pa

def entry_538(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['30级buff技能等级 +1', '50级主动技能等级 +2']
    if mode == 0:
        char.buff技能等级加成(30, 1)
        char.技能等级加成('主动', 50, 50, 2)
    if mode == 1:
        pass


def entry_1237(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['', '该装备的成长属性等级之和达到240，增加1%的最终伤害', '- 该装备的成长属性等级之和每增加40级，额外增加1%的最终伤害', '- 穿戴100级以下装备时不适用该效果']
    if mode == 0:
        if char.穿戴低于105():
            return
        x = sum(char.词条等级.get(part, [0]))
        if x >= 240:
            char.技能攻击力加成(part=part, x=0.01 * int((x - 200) / 40))
    if mode == 1:
        pass


def entry_1443(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '物理/魔法所受伤害减少量 +12%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        char.add_eq_params('hurted_ratio',0.12)
        pass
    if mode == 1:
        pass


def entry_1444(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[次元移动]', '输入[装备属性指令]时，召唤虫洞，持续40秒。 (最多可召唤2个；冷却时间20秒)', '- 在虫洞附近输入跳跃键时，移动到另一个虫洞的位置。 (冷却时间3秒)', '- 虫洞移动后，30秒内物理/魔法所受伤害减少量 +30%']
    if mode == 0:
        pass
    if mode == 1:
        char.add_eq_params('hurted_ratio',0.3)
        pass


# 固定装备：六方式脉冲肩甲
def entry_922(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['清除自身赋予敌人石化状态的物理/魔法所受伤害减少效果。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：六方式脉冲肩甲
def entry_924(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '攻击时，使敌人进入石化状态10秒。 (冷却时间15秒)']
    if mode == 0:
        if '石化' not in pa.get_state_type():
            pa.state_type.append('石化')
        char.技能攻击力加成(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：月落星沉腰带
def entry_1209(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.1)
        char.add_eq_params('hurted_ratio',0.1)
        pass
    if mode == 1:
        pass


# 固定装备：月落星沉腰带
def entry_1228(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，恢复30%的生命值和30%的魔法值，效果持续10秒。 (冷却时间60秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的加厚长靴
def entry_1041(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +326.0%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击强化加成(params[0])


# 固定装备：天才技术大师的加厚长靴
def entry_1183(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 +100%', '按照技能魔法值消耗量增加属性之和的5%，增加最终伤害。 (最多25%)', '', '所有属性强化 +15', '物理/魔法所受伤害减少量 +20%']
    if mode == 0:
        char.MP消耗量加成(1.0)
        char.所有属性强化加成(15,mode=1)
        char.add_eq_params('hurted_ratio',0.2)
    if mode == 1:
        if char.MP消耗倍率() >= 1:
            char.技能攻击力加成(part=part, x=min((char.MP消耗倍率() - 1)*0.05, 0.25))
        if char.MP消耗倍率() < 6:
            return 'MP消耗量增加需提升{}%'.format(round(600-char.MP消耗倍率()*100), 0)


# 固定装备：天才技术大师的百宝腰带
def entry_997(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +666.9%', '技能魔法值消耗量 +100%']
    if mode == 0:
        char.MP消耗量加成(1)
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的百宝腰带
def entry_1050(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.05)
        pass


# 固定装备：天才技术大师的保护面罩
def entry_1024(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['每30秒恢复30%的生命值/魔法值。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的保护面罩
def entry_1025(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.11)


# 固定装备：和平之翼长裤
def entry_899(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，获得生命值最大值10%的保护罩，效果持续1.5秒。 (最多叠加1次；冷却时间0.5秒)']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.1)
        pass
    if mode == 1:
        pass


# 固定装备：和平之翼长裤
def entry_1117(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '攻击时，恢复1%的魔法值。 (冷却时间1秒)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.08)
        pass


# 固定装备：冤魂的执念上衣
def entry_1006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['感电伤害 +20%', '感电抗性 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.异常增伤('感电', 0.2)
        char.异常抗性加成('感电', 0.1)
        pass


# 固定装备：冤魂的执念上衣
def entry_1184(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10', '', '攻击时，使所有敌人进入感电状态15秒。 (冷却时间10秒)', '', '[小型化]', '输入[装备属性指令]时，角色变小并发动以下效果，效果持续25秒。 (冷却时间60秒)', '- 无法使用技能和普通攻击', '- 移动速度 +30%', '- 回避率 +75%', '- 每1秒恢复1%的生命值/魔法值', '- 再次输入[装备属性指令]时，效果解除。']
    if mode == 0:
        char.异常时间['感电'][3] = min(char.异常时间['感电'][3],10)
        if '感电' not in pa.get_state_type():
            pa.state_type.append('感电')
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：混沌之幕护腿
def entry_1040(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：混沌之幕护腿
def entry_1042(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)


# 固定装备：灵巧的支配者护肩
def entry_826(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：灵巧的支配者护肩
def entry_1106(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.13)


# 固定装备：死亡蚕食胸甲
def entry_814(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +296.4%', '', '[狂暴]', '死亡判定时，推迟死亡，进入狂暴状态并发动以下效果，效果持续5秒。', '- 施放技能时每消耗1个无色小晶块，增加0.3秒狂暴时间。', '- 狂暴状态结束时，角色死亡。']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击强化加成(params[0])
        pass


# 固定装备：死亡蚕食胸甲
def entry_1120(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '攻击速度 +15%', '施放速度 +22.5%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.15)
        char.施放速度增加(0.225)
        char.技能攻击力加成(part=part, x=0.05)
        pass
    if mode == 1:
        pass


# 固定装备：恐惧缠绕腰带
def entry_1102(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['施放技能时，根据消耗的无色小晶块数量，适用以下效果。', '- 1~9个：该技能攻击力 +2%', '- 10~15个：该技能攻击力 +15%', '- 16个以上：该技能攻击力 +20%']
    if mode == 0:
        pass
    if mode == 1:
        for skill in char.技能队列:
            无色消耗 = skill["无色消耗"]
            if skill['名称'] == '炫纹发射':
                无色消耗 = min(无色消耗, 3)
            if skill['名称'] == '神罚之锤' and char.实际名称 == 'crusader_male_carry':
                无色消耗 = 0
            if 无色消耗 >= 16:
                skill["倍率"] *= 1.2
            elif 无色消耗 >= 10:
                skill["倍率"] *= 1.15
            elif 无色消耗 >= 1:
                skill["倍率"] *= 1.02
        pass


# 固定装备：恐惧缠绕腰带
def entry_1147(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['1~30级技能攻击力 +12%', '不消耗无色的技能无色小晶块消耗量 +2']
    if mode == 0:
        char.技能倍率加成(1, 30, 0.12)
        # 伏虎霸王拳特殊处理
        skill = char.get_skill_by_name('狂·霸王拳')
        if skill.所在等级 == 40:
            skill.额外倍率 /= 1.12
        for skill in char.技能队列:
            if skill["无色消耗"] == 0 and skill['名称'] != '基础精通' and skill['名称'] != '幻影爆碎' and skill['名称'] != '鬼连斩：极':
                skill["无色消耗"] = 2
    if mode == 1:
        pass


# 固定装备：电弧爆源手镯
def entry_900(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.16)
        pass


# 固定装备：电弧爆源手镯
def entry_961(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，恢复3000点生命值。 (冷却时间1秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：熔丝项链
def entry_960(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['韧性条减少量 +100%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：熔丝项链
def entry_1232(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.08)
        pass


# 固定装备：金翼戒指
def entry_904(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.05)


# 固定装备：金翼戒指
def entry_1226(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +20%']
    if mode == 0:
        pass
    if mode == 1:
        char.add_eq_params('hurted_ratio',0.2)
        pass


# 固定装备：全能主宰者之戒
def entry_827(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['移动速度 +20%']
    if mode == 0:
        char.移动速度增加(0.2)
        pass
    if mode == 1:
        pass


# 固定装备：全能主宰者之戒
def entry_1079(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：遥感之心项链
def entry_933(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '攻击时，恢复0.1%的魔法值。 (冷却时间0.1秒)']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：遥感之心项链
def entry_981(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['消灭敌人时，恢复10%的魔法值。', '技能魔法值消耗量 +50%']
    if mode == 0:
        pass
    if mode == 1:
        char.MP消耗量加成(0.5)
        pass


# 固定装备：魔力抑制手镯
def entry_828(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['魔法值最大值 +4196', '攻击强化 +385.3%', '最终伤害 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击强化加成(params[0])
        char.技能攻击力加成(part=part, x=0.15)
        pass


# 固定装备：魔力抑制手镯
def entry_868(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[禁忌的魔力契约]', '被攻击时，优先消耗魔法值。', '- 通过装备或生命值恢复技能恢复生命值时，25%的生命值恢复量转换为魔法值恢复量。', '- 锁定生命值最大值的99%。']
    if mode == 0:
        cur = char.get_eq_params('hp_max')
        char.set_eq_params('hp_max',(100 if cur == 0 else cur)*0.01)
        pass
    if mode == 1:
        pass


# 固定装备：黯星项链
def entry_821(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['生命值低于50%时，最终伤害 +11%']
    if mode == 0:
        pass
    if mode == 1:
        if pa.get_hp_rate_num(char) <= 50:
            char.技能攻击力加成(part=part, x=0.11)
        if pa.get_hp_rate_num(char) > 50:
            return '生命值高于50%'


# 固定装备：黯星项链
def entry_1078(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +20%']
    if mode == 0:
        char.所有速度增加(0.2)
        pass
    if mode == 1:
        pass


# 固定装备：无尽的痛苦之戒
def entry_935(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.12)
        pass
    if mode == 1:
        pass


# 固定装备：无尽的痛苦之戒
def entry_989(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['装备的生命值恢复效果 +30%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：自由之缚手镯
def entry_878(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '技能的无色小晶块消耗量增加8倍。 (最多消耗16个)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)
        for index in range(0, len(char.技能队列)):
            skill = char.技能队列[index]
            if skill["无色消耗"] > 0:
                skill["无色消耗"] = min(16, skill["无色消耗"] * 8)
        pass


# 固定装备：自由之缚手镯
def entry_1119(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +518.7%', '所有属性强化 +15']
    if mode == 0:
        char.所有属性强化加成(15)
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：原核之芯耳环
def entry_923(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[美杜莎的凝视]', '敌人处于石化状态期间，累积所受伤害，石化结束时，一次性结算累积的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：原核之芯耳环
def entry_982(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['击败敌人时，恢复5%的生命值。', '最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.12)
        pass
    if mode == 1:
        pass


# 固定装备：德卡制导装置
def entry_890(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +4%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.04)
        pass


# 固定装备：德卡制导装置
def entry_959(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        pass


# 固定装备：迷你电池包
def entry_831(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.11)
        pass


# 固定装备：迷你电池包
def entry_1105(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 +100%']
    if mode == 0:
        char.MP消耗量加成(1)
        pass
    if mode == 1:
        pass


# 固定装备：黄昏殿堂
def entry_820(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击领主怪物时，恢复1%的生命值。 (冷却时间0.5秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：黄昏殿堂
def entry_1218(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '攻击强化 +444.6%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击强化加成(params[0])
        char.技能攻击力加成(part=part, x=0.05)
        pass


# 固定装备：生命的喘息
def entry_822(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +20%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.2)
        pass


# 固定装备：生命的喘息
def entry_1077(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.1)
        pass


# 固定装备：堕落的灵魂
def entry_1118(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 -10%']
    if mode == 0:
        char.MP消耗量加成(-0.1)
        pass
    if mode == 1:
        pass


# 固定装备：堕落的灵魂
def entry_1174(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['施放无色小晶块技能时，对该技能发动以下效果。', '- 技能攻击力 +10%', '- 技能冷却时间 -10% (觉醒技能除外)', '- 无色小晶块消耗量 +2']
    if mode == 0:
        pass
    if mode == 1:
        for skill in char.技能队列:
            if skill["无色消耗"] > 0:
                skill["无色消耗"] += 2
                skill["倍率"] *= 1.10
                if skill['名称'] not in char.觉醒技能:
                    skill["CDR"] *= 0.9
        pass


# 固定装备：高科技战术强化靴
def entry_1135(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%', '所有速度 +10%', '物理/魔法所受伤害减少量 +12%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        char.所有速度增加(0.1, part=part)
        char.add_eq_params('hurted_ratio',0.12)
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术强化靴
def entry_1138(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['无色小晶块技能的指令施放效果 +400% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        for skill in char.技能栏:
            if skill.是否有伤害 == 1 and skill.无色消耗 > 0 and skill.手搓 and skill.名称 not in char.觉醒技能:
                skill.手搓收益 += 4
        pass


# 固定装备：千丝萦绕腰带
def entry_877(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['不消耗无色小晶块的技能攻击力 +20%', '物理/魔法伤害所受减少量 +15%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.15)
        pass
    if mode == 1:
        char.无色技能加成(0,0.2)


# 固定装备：千丝萦绕腰带
def entry_1096(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 -30%']
    if mode == 0:
        pass
    if mode == 1:
        char.MP消耗量加成(-0.3)
        pass


# 固定装备：暗影之迹短靴
def entry_1061(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +20%', '施放速度 +30%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击速度增加(part=part, x=0.20)
        char.施放速度增加(0.30)
        pass


# 固定装备：暗影之迹短靴
def entry_1081(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[基础精通]最终伤害 +52%', '15~30级主动技能攻击力 +18%']
    if mode == 0:
        pass
    if mode == 1:
        char.基础精通加成(0.52)
        char.技能倍率加成(15, 30, 0.18, type="active")
        pass


# 固定装备：黑猫头盔
def entry_1058(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[基础精通]最终伤害 +20%', '', '1~30级主动技能攻击力 +10%']
    if mode == 0:
        char.基础精通加成(0.2)
        char.技能倍率加成(1, 30, 0.1)
    if mode == 1:
        pass


# 固定装备：黑猫头盔
def entry_1059(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['普通攻击、跳跃攻击、前冲攻击时，有10%的几率增加300%的攻击力。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：梵塔黑色长裤
def entry_1062(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[基础精通]攻击力 +53%', '攻击速度 +15%', '施放速度 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.基础精通加成(0.53)
        char.攻击速度增加(part=part, x=0.15)
        char.施放速度增加(0.15)
        pass


# 固定装备：梵塔黑色长裤
def entry_1064(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '技能冷却时间 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能冷却缩减(1, 100, - 0.05*3)
        char.技能攻击力加成(0.15)
        pass


# 固定装备：子夜的圣域
def entry_1110(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '技能冷却时间恢复速度 +12% (觉醒技能除外)', '- 需要穿戴[自由之缚手镯]']
    if mode == 0:
        pass
    if mode == 1:
        if char.check_equ_by_name('自由之缚手镯'):
            char.技能攻击力加成(part=part, x=0.1)
            char.技能恢复加成(1, 100, 0.12, excName=char.觉醒技能)
        else:
            return '未穿戴[自由之缚手镯]'
        pass


# 固定装备：子夜的圣域
def entry_1115(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击速度增加(part=part, x=0.10)
        char.施放速度增加(0.15)


# 固定装备：静谧之像
def entry_1056(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['15~35级主动技能攻击力 +25%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能倍率加成(15, 35, 0.25, type="active")
        pass


# 固定装备：静谧之像
def entry_1057(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['15~35级主动技能冷却时间恢复速度 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(15, 35, 0.1)
        pass


# 固定装备：无色冰晶耳环
def entry_879(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['不消耗无色小晶块的技能冷却时间 -30%', '无色小晶块技能冷却时间 +15% (觉醒技能除外)']
    if mode == 0:
        for skill in char.技能队列:
            if skill["无色消耗"] == 0:
                skill["CDR"] *= 0.7
        for skill in char.技能队列:
            if skill["无色消耗"] > 0 and char.get_skill_by_name(skill['名称']).所在等级 not in [50, 85, 100]:
                skill["CDR"] *= 1.15
    if mode == 1:
        pass


# 固定装备：无色冰晶耳环
def entry_999(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
    if mode == 1:
        pass


# 固定装备：全息通话器
def entry_1060(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['1~30级主动技能攻击力 +12%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能倍率加成(1, 30, 0.12, type='active')
        pass


# 固定装备：全息通话器
def entry_1063(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法伤害所受伤害减少量 +15%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.15)
        pass
    if mode == 1:
        pass


# 固定装备：千里之音手镯
def entry_983(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[基础精通]最终伤害 +44%']
    if mode == 0:
        char.基础精通加成(0.44)
        char.技能倍率加成(15, 30, 0.1, type="active")
    if mode == 1:
        pass


# 固定装备：千里之音手镯
def entry_984(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['15~30级主动技能攻击力 +21%']
    if mode == 0:
        char.基础精通加成(0.2)
        char.技能倍率加成(15, 30, 0.2, type="active")
    if mode == 1:
        pass


# 固定装备：玉化亡灵肩甲
def entry_843(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[背后袭击]', '- 向最强敌人生成标志。', '- 施放[后跳]时，移动至敌人的后方。 (冷却时间10秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵肩甲
def entry_1169(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%', '所有异常状态抗性 +10%']
    if mode == 0:
        char.所有异常抗性加成(0.1)
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.11)
        pass


# 固定装备：生命本源背包
def entry_971(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['光属性抗性 +50']
    if mode == 0:
        char.光属性抗性加成(50)
    if mode == 1:
        pass


# 固定装备：生命本源背包
def entry_1047(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '物理/魔法暴击率 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.07)
        char.暴击率增加(0.05)


# 固定装备：幻影之触控制面板
def entry_824(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.02 * 5)


# 固定装备：幻影之触控制面板
def entry_833(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.08)
        pass


# 固定装备：缥缈的知识
def entry_837(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['暗属性抗性 +50']
    if mode == 0:
        char.暗属性抗性加成(50)
    if mode == 1:
        pass


# 固定装备：缥缈的知识
def entry_1045(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '物理/魔法暴击率 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.07)
        char.暴击率增加(0.05)


# 固定装备：黎明圣杯
def entry_1136(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +15%']
    if mode == 0:
        char.所有速度增加(part=part, x=0.05*3)
        pass
    if mode == 1:
        pass


# 固定装备：黎明圣杯
def entry_1137(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使用指令施放技能时，根据输入的方向键数量，增加最终伤害。 (觉醒技能除外)', '- 1个方向键：最终伤害 +7%', '- 2个方向键：最终伤害 +9%', '- 3个方向键：最终伤害 +11%', '- 4个方向键：最终伤害 +15%']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.手搓 == True and i.名称 not in char.觉醒技能 and not (i.名称 == '神罚之锤' and char.实际名称 == 'crusader_male_carry'):
                if i.是否有伤害 == 1:
                    倍率 = 1.0
                    if i.手搓指令数 == 1:
                        倍率 = 1.07
                    if i.手搓指令数 == 2:
                        倍率 = 1.09
                    if i.手搓指令数 == 3:
                        倍率 = 1.11
                    if i.手搓指令数 == 4:
                        倍率 = 1.15
                    i.倍率 *= 倍率
                if i.名称 == '鬼连斩':
                    char.get_skill_by_name("鬼连斩：极").额外加成 /= 倍率


# 固定装备：挖掘之王部件
def entry_889(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[灵魂剑]', '生成灵魂剑，跳跃攻击、前冲攻击时发动灵魂剑攻击。', '- 施放技能时，灵魂能量 +5 (最多拥有50)', '- 灵魂能量达到50时，消耗所有灵魂能量，发动强力攻击。', '- 分别造成总攻击强化数值60%、2400%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 24, "hit": 1})
        pass


# 固定装备：挖掘之王部件
def entry_1103(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -10% (觉醒技能除外)', '所有属性强化 +10', '攻击速度 +25%', '施放速度 +40%', '辅助职业最终伤害 +3%']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        char.攻击速度增加(part=part, x=0.05 * 5)
        char.施放速度增加(0.08 * 5)
        char.技能冷却缩减(1, 100, 0.1, excName=char.觉醒技能)


# 固定装备：死亡之冠
def entry_860(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.add_eq_params('hurted_ratio',0.1)
        pass


# 固定装备：死亡之冠
def entry_903(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.09)


# 固定装备：不祥的暗纹石板
def entry_1154(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['跳跃期间可以再次跳跃。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：不祥的暗纹石板
def entry_1155(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '进入霸体状态。']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.08)
        pass


# 固定装备：心之潜影
def entry_978(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['火属性抗性 +50']
    if mode == 0:
        char.火属性抗性加成(50)
    if mode == 1:
        pass


# 固定装备：心之潜影
def entry_1048(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '物理/魔法暴击率 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.07)
        char.暴击率增加(0.05)


# 固定装备：正义骑士面具
def entry_1158(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['跳跃状态下，按住[跳跃键]0.5秒，可进入飞行状态，获得以下效果，持续5秒。 (冷却时间30秒)', '- 连续按方向键，可在空中前冲。 (最多2次)', '', '进入霸体状态。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：正义骑士面具
def entry_1159(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -12% (觉醒技能除外)', '物理/魔法所受伤害减少量 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能冷却缩减(1, 100, 0.12, excName=char.觉醒技能)
        char.add_eq_params('hurted_ratio',0.15)
        pass


# 固定装备：虚影幻息眼镜
def entry_969(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +4%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.04)
        pass


# 固定装备：虚影幻息眼镜
def entry_996(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[火焰步伐]', '行走、前冲时所经之处生成火焰地带，效果持续3秒。 (冷却时间0.5秒)', '- 敌人接触火焰地带时，进入灼伤状态15秒。 (冷却时间10秒)', '- 造成总攻击强化4%的伤害。', '', '攻击灼伤状态的敌人时，发生火焰爆炸。 (冷却时间0.5秒)', '- 造成总攻击强化28%的伤害。']
    if mode == 0:
        char.异常时间['灼伤'][3] = min(char.异常时间['灼伤'][3],10)
        if "灼伤" not in pa.get_state_type():
            pa.state_type.append('灼伤')
        pass
    if mode == 1:
        pass


# 固定装备：梦之呼唤
def entry_993(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['睡眠抗性 -10%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.1)
        pass
    if mode == 1:
        pass


# 固定装备：梦之呼唤
def entry_994(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +50% (觉醒技能除外)', '- 需要穿戴[永恒的心愿]']
    if mode == 0:
        if char.check_equ_by_name('永恒的心愿'):
            char.技能恢复加成(1, 100, 0.5)
        else:
            return '未穿戴[永恒的心愿]'
        pass
    if mode == 1:
        pass


# 固定装备：命运的魔法箱 ， 白金流光夹克 ， 白色的信念斗篷 ， 白虹贯日长裤 ， 白色秘境皮鞋 ， 白玉无邪腰带
def entry_1362(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['生命值最大值 +200', '魔法值最大值 +315']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：命运的魔法箱
def entry_1826(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：猎龙者之证 - 龙骨角笛
def entry_887(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['60级主动技能等级 +10', '- 不包含：[独家演奏]']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.所在等级 == 60 and i.是否主动 == 1 and i.名称 != '独家演奏':
                i.等级加成(10)
        pass


# 固定装备：猎龙者之证 - 龙骨角笛
def entry_1094(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +30']
    if mode == 0:
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：摇曳的生命之水
def entry_917(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.09)
        pass


# 固定装备：摇曳的生命之水
def entry_995(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[寒冰步伐]', '行走、前冲时，在经过的位置生成持续3秒的寒冰迷雾。 (冷却时间0.5秒)', '- 敌人在寒冰迷雾中停留1秒时，进入冰冻状态5秒。 (各怪物进入冰冻状态的冷却时间为8秒)', '', '攻击冰冻状态的敌人时，发生寒冰爆炸。 (冷却时间0.5秒)', '- 造成总攻击强化数值40%的伤害。']
    if mode == 0:
        if "冰冻" not in pa.get_state_type():
            pa.state_type.append('冰冻')
        char.异常时间['冰冻'][3] = min(char.异常时间['冰冻'][3],8)
        pass
    if mode == 1:
        if '冰冻' in pa.get_state_type():
            char.特效.append({"power": 0.4, "hit": 1})
        pass


# 固定装备：空战型 : 战术螺旋桨无人机
def entry_862(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[无人机支援]', '攻击时召唤战斗无人机，被攻击时召唤救援无人机。 (冷却时间30秒)', '- 战斗：所有速度增加15%，效果持续60秒', '- 救援：恢复30%的生命值和魔法值']
    if mode == 0:
        char.所有速度增加(0.15,part)
        pass
    if mode == 1:
        pass


# 固定装备：空战型 : 战术螺旋桨无人机
def entry_963(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.09)


# 固定装备：自然灵息露珠
def entry_844(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['暗属性抗性 +25', '被攻击时，恢复5%的生命值，效果持续5秒。 (冷却时间7秒)', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.暗属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：自然灵息露珠
def entry_867(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '[亲和暗影夜猫]', '暗属性抗性数值越高，物理/魔法所受伤害越少', '- 被攻击时，对物理/魔法伤害赋予暗属性。']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：未知的黄金石碑
def entry_925(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '所有异常状态抗性 +16%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        char.所有异常抗性加成(0.16)
        pass
    if mode == 1:
        pass


# 固定装备：未知的黄金石碑
def entry_951(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[幽灵爆炸]', '攻击时，生成幽灵，追击敌人后爆炸。 (冷却时间0.5秒', '- 有30%的几率生成2个幽灵。', '- 造成总攻击强化数值200%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 2, "hit": 1})
        pass


# 固定装备：灵动的慧眼
def entry_949(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[电池炸弹]', '攻击时，携带过热引发爆炸的电池。', '- 攻击5次时，电池过热。', '- 电池过热3秒后发生爆炸。', '- 造成总攻击强化数值2000%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 20, "hit": 1})
        pass


# 固定装备：灵动的慧眼
def entry_1008(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%', '所有速度 +20%', '物理/魔法暴击率 +7%']
    if mode == 0:
        char.所有速度增加(0.2,part)
        char.技能攻击力加成(0.13)
        char.暴击率增加(0.7)
        pass
    if mode == 1:
        pass


# 固定装备：陆战型 : 战术车轮无人机
def entry_804(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.13)
        pass


# 固定装备：陆战型 : 战术车轮无人机
def entry_805(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +10%']
    if mode == 0:
        char.所有速度增加(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：猎龙者之证 - 龙心加工石
def entry_888(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['职业70级主动技能等级 +10', '- 不包含：[永恒的占有]、[圣洁之翼])']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.所在等级 == 70 and i.是否主动 == 1 and i.名称 not in ['永恒的占有','圣洁之翼']:
                i.等级加成(10)
        pass


# 固定装备：猎龙者之证 - 龙心加工石
def entry_1095(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：诅咒之心
def entry_1054(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%']
    if mode == 0:
        char.技能攻击力加成(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：诅咒之心
def entry_1101(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[铁心]', '被破招攻击时，技能不会强制中断。 (被控制时除外；冷却时间10秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：多德卡全息图
def entry_1127(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +20%']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：多德卡全息图
def entry_1176(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%']
    if mode == 0:
        char.技能攻击力加成(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：生机盎然的绿宝石
def entry_849(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['光属性抗性 +25', '被攻击时，恢复5%的生命值，效果持续5秒。 (冷却时间7秒)', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.光属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：生机盎然的绿宝石
def entry_865(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '[亲和光电鳗]', '光属性抗性数值越高，物理/魔法所受伤害越少', '- 被攻击时，对物理/魔法伤害赋予光属性。']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)
        pass


# 固定装备：未知文明 - 星石
def entry_846(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冰属性抗性 +25', '被攻击时，恢复5%的生命值，效果持续5秒。 (冷却时间7秒)', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.冰属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：未知文明 - 星石
def entry_864(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '[亲和冰霜雪人]', '冰属性抗性数值越高，物理/魔法所受伤害越少', '- 被攻击时，对物理/魔法伤害赋予冰属性。']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)
        pass


# 固定装备：奔涌之息宝石
def entry_1215(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +50% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.5, excName=char.觉醒技能)
        pass


# 固定装备：奔涌之息宝石
def entry_1216(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：不败奖牌
def entry_851(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['火属性抗性 +25', '被攻击时，恢复5%的生命值，效果持续5秒。 (冷却时间7秒)', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.火属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：不败奖牌
def entry_866(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '[亲和杰克爆弹]', '火属性抗性数值越高，物理/魔法所受伤害越少', '- 被攻击时，对物理/魔法伤害赋予火属性。']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)
        pass


# 固定装备：吞噬黑暗的心脏
def entry_861(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['被攻击时，恢复10%的魔法值。 (冷却时间30秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：吞噬黑暗的心脏
def entry_938(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +30%', '施放速度 +40%', '移动速度 +30%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击速度增加(part=part, x=0.30)
        char.施放速度增加(0.40)
        char.移动速度增加(0.30)
        char.add_eq_params('hurted_ratio',0.1)


# 固定装备：虚伪之石
def entry_31(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.部位附魔[part](char, rate=1,calcLv=False,part=part)
    if mode == 1:
        pass


# 固定装备：虚伪之石
def entry_33(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['生命值最大值 +200', '魔法值最大值 +315']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：炙热之情宝石
def entry_1131(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['睡眠抗性 -20%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.2)
        pass
    if mode == 1:
        pass


# 固定装备：炙热之情宝石
def entry_1229(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.1)
        char.add_eq_params('hurted_ratio',0.1)
        pass


# 固定装备：逆流之魂灵珠
def entry_905(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[最佳收藏者]', '携带及拥有的已孵化宠物数量为20个以上时，发动光谱效果。', '- 最终伤害 +12%', '- 技能冷却时间 -8% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能冷却缩减(1, 100, 0.08, excName=char.觉醒技能)
        char.技能攻击力加成(part=part, x=0.12)


# 固定装备：逆流之魂灵珠
def entry_910(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.所有速度增加(part=part, x=0.15)


# 固定装备：和平捍卫者
def entry_1203(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +20%', '施放速度 +30%', '移动速度 +20%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.2)
        char.移动速度增加(0.2)
        char.施放速度增加(0.3)
        pass
    if mode == 1:
        pass


# 固定装备：和平捍卫者
def entry_1206(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.12)
        pass


# 固定装备：未知文明 - 双子石
def entry_876(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.15)


# 固定装备：未知文明 - 双子石
def entry_1035(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冰属性强化 +50']
    if mode == 0:
        char.冰属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：吞噬风暴耳环
def entry_987(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 -20%', '魔法值最大值 +4196']
    if mode == 0:
        char.MP消耗量加成(-0.2)
    if mode == 1:
        pass


# 固定装备：吞噬风暴耳环
def entry_1171(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['消耗品的魔法值恢复效果 +50%', '最终伤害 +13%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.13)
        pass


# 固定装备：无尽的生机耳环
def entry_972(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.15)


# 固定装备：无尽的生机耳环
def entry_1036(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['光属性强化 +50']
    if mode == 0:
        char.光属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：脉冲之源耳环
def entry_830(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：脉冲之源耳环
def entry_988(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '- 需要穿戴[天才技术大师的加厚长靴]']
    if mode == 0:
        if char.check_equ_by_name('天才技术大师的加厚长靴'):
            char.技能攻击力加成(0.17)
        else:
            return '未穿戴[天才技术大师的加厚长靴]'
    if mode == 1:
        pass


# 固定装备：万物引力耳环
def entry_1066(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['前冲攻击时，疾跑至前方。 (冷却时间5秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：万物引力耳环
def entry_1068(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%', '移动速度 +20%']
    if mode == 0:
        char.移动速度增加(0.2)
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.14)
        pass


# 固定装备：猎龙者之证 - 龙鳞耳环
def entry_1128(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['75级主动技能的等级 +10']
    if mode == 0:
        for i in char.技能栏:
            if i.名称 == '时空禁制' or (i.所在等级 == 75 and i.是否主动 == 1 and i.名称 not in ['圣灵符文', '神圣之光', '风雷啸']):
                i.等级加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：猎龙者之证 - 龙鳞耳环
def entry_1129(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +30', '物理/魔法暴击率 +5%']
    if mode == 0:
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：诅咒的枷锁
def entry_806(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['自身处于出血状态时，技能冷却时间恢复速度 +30% (觉醒技能除外)', '技能、消耗品、装备的生命值恢复效果 +50% (最多叠加10次)']
    if mode == 0:
        pass
    if mode == 1:
        if '出血' in pa.own_type:
            char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        pass


# 固定装备：诅咒的枷锁
def entry_807(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.02)


# 固定装备：战争之主耳环
def entry_979(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.15)


# 固定装备：战争之主耳环
def entry_1037(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['火属性强化 +50']
    if mode == 0:
        char.火属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：隐匿之叹息耳环
def entry_958(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：隐匿之叹息耳环
def entry_991(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.15)


# 固定装备：爆炸型 : 小型战术信号弹
def entry_932(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '攻击速度 +30%', '施放速度 +30%']
    if mode == 0:
        char.攻击速度增加(0.3,part)
        char.施放速度增加(0.3)
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：爆炸型 : 小型战术信号弹
def entry_1070(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['移动速度 +45%']
    if mode == 0:
        char.移动速度增加(0.45)
        pass
    if mode == 1:
        pass


# 固定装备：晨曦的新芽耳环
def entry_838(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.暴击率增加(0.15)


# 固定装备：晨曦的新芽耳环
def entry_1034(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['暗属性强化 +50']
    if mode == 0:
        char.暗属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：时间之念耳环
def entry_32(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：时间之念耳环
def entry_34(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 10%', '', '攻击时，恢复1500点魔法值 (冷却时间1秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：灵犀之音耳环
def entry_873(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.12)
        pass


# 固定装备：灵犀之音耳环
def entry_1201(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[叮！冰！]', '聊天中输入"冰"/"叮" ，可施加/解除角色冰冻。', '- 自身处于冰冻状态时，物理/魔法所受伤害减少量 +30%。', '- 自身处于冰冻状态时，5秒内恢复20%的生命值 (冷却时间5秒)。']
    if mode == 0:
        pass
    if mode == 1:
        if '冰冻' in pa.own_type:
            char.add_eq_params('hurted_ratio',0.3)
        pass


# 固定装备：徘徊之魄耳环
def entry_895(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        char.技能攻击力加成(0.1)
        pass


# 固定装备：徘徊之魄耳环
def entry_897(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['前冲、行走时，移动速度 +200%、Y轴移动速度 +50%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：苍空飞羽耳环
def entry_808(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['出血抗性 +20%', '最终伤害 +6%']
    if mode == 0:
        char.异常抗性加成('出血', 0.2)
        char.技能攻击力加成(0.06)
        pass
    if mode == 1:
        pass


# 固定装备：苍空飞羽耳环
def entry_915(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[血管破裂]', '攻击领主、稀有、精英怪物时，剩余生命值减少1%。 ', '- 攻击10/50/250/1250/6250次时发动。  ', '- 辅助角色不适用', '', '攻击速度 +15%', '施放速度 +22.5%', '移动速度 +15%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.15)
        char.移动速度增加(0.15)
        char.施放速度增加(0.225)
        pass
    if mode == 1:
        pass


# 固定装备：未知文明 - 人面石
def entry_875(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冰属性抗性 +50']
    if mode == 0:
        char.冰属性抗性加成(50)
    if mode == 1:
        pass


# 固定装备：未知文明 - 人面石
def entry_1046(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '物理/魔法暴击率 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.07)
        char.暴击率增加(0.05)


# 固定装备：古老的探险家大衣
def entry_798(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10', '', '攻击时，使所有敌人进入出血状态15秒。 (冷却时间10秒)', '', '输入[装备属性指令]时，将地图上掉落的道具移动至角色脚下。 (冷却时间30秒)']
    if mode == 0:
        char.所有属性强化加成(10)
        char.异常时间['出血'][3] = min(char.异常时间['出血'][3],10)
        if '出血' not in pa.get_state_type():
            pa.state_type.append('出血')
        pass
    if mode == 1:
        pass


# 固定装备：古老的探险家大衣
def entry_834(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['出血伤害 +20%', '出血抗性 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.异常增伤('出血', 0.2)
        char.异常抗性加成('出血', 0.1)
        pass


# 固定装备：轰天裂地石甲
def entry_801(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10', '', '攻击时，使所有敌人进入中毒状态15秒。 (冷却时间10秒)', '', '[召唤]', '输入[装备属性指令]时，选择1名队员，将其移动到自身位置。 (冷却时间50秒)', '- 被移动的队员20秒内移动速度 +20% (最多叠加1次)', '- 队员无敌或霸体状态时无法选择']
    if mode == 0:
        char.所有属性强化加成(10)
        if '中毒' not in pa.get_state_type():
            pa.state_type.append('中毒')
        char.异常时间['中毒'][3] = min(char.异常时间['中毒'][3],10)
        pass
    if mode == 1:
        pass


# 固定装备：轰天裂地石甲
def entry_1018(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['中毒伤害 +20%', '中毒抗性 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.异常抗性加成('中毒', 0.1)
        char.异常增伤('中毒', 0.2)


# 固定装备：极魂之驱上衣
def entry_1007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '物理/魔法防御力 +10000']
    if mode == 0:
        char.add_eq_params('defense',10000)
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：极魂之驱上衣
def entry_1065(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[巨人]', '输入[装备属性指令]时，角色变大并发动以下效果，效果持续25秒。 (冷却时间60秒)', '- 无法攻击；冲刺/跳跃时引发冲击波', '- 物理/魔法所受伤害减少量 +20%', '- 再次输入[装备属性操作键]时，解除变大', '- 冲刺和跳跃冲击波分别造成总攻击强化数值288%、1440%的伤害']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：钢筋铁骨披肩
def entry_1038(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['每次获得掉落的道具时，增加30%的移动速度，效果持续30秒。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：钢筋铁骨披肩
def entry_1177(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '技能范围 +10%']
    if mode == 0:
        char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
        char.multiply_eq_params('skill_range_multi',1.1)
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：自由之翼护肩
def entry_809(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +30%', '火属性抗性 +10']
    if mode == 0:
        char.所有速度增加(part=part, x=0.3)
        char.火属性抗性加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：自由之翼护肩
def entry_1126(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +15%', '最终伤害 +5%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.15)
        char.技能攻击力加成(part=part, x=0.05)
        pass
    if mode == 1:
        pass


# 固定装备：猎龙者
def entry_1083(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        pass
    if mode == 1:
        pass


# 固定装备：猎龙者
def entry_1089(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +15']
    if mode == 0:
        char.所有属性抗性加成(15)
        pass
    if mode == 1:
        pass


# 固定装备：不倦旅程护腿
def entry_1114(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '移动速度 +10%']
    if mode == 0:
        char.移动速度增加(0.10)
        pass
    if mode == 1:
        char.技能攻击力加成(0.07)
        pass


# 固定装备：不倦旅程护腿
def entry_1175(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能范围 +27%']
    if mode == 0:
        char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.27)
        char.multiply_eq_params('skill_range_multi',1.27)
        pass
    if mode == 1:
        pass


# 固定装备：隐匿的自然生命
def entry_874(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10', '[自然之怒]', '攻击时，以相同的几率对所有敌人发动以下效果中的1种。 (冷却时间0.5秒)', '- 灼热火焰、寒冰利锥、闪电重击、黑暗爆炸', '- 造成总攻击强化数值300%的伤害']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        char.特效.append({"power": 0.3, "hit": 1})
        pass


# 固定装备：隐匿的自然生命
def entry_968(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入灼伤状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append('灼伤')
        char.异常时间['灼伤'][3] = min(char.异常时间['灼伤'][3],10)
        pass
    if mode == 1:
        pass


# 固定装备：神谕之信念
def entry_855(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：神谕之信念
def entry_1014(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冰属性强化 +50']
    if mode == 0:
        char.冰属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：星灭光离腰带
def entry_825(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '技能冷却时间恢复速度 +15% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.15, excName=char.觉醒技能)
        char.技能攻击力加成(part=part, x=0.07)
        pass
    if mode == 1:
        pass


# 固定装备：星灭光离腰带
def entry_1012(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +45%']
    if mode == 0:
        char.所有速度增加(part=part, x=0.45)
        pass
    if mode == 1:
        pass


# 固定装备：亘古的悬空石腰带
def entry_1123(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的中毒状态']
    if mode == 0:
        if '中毒' not in pa.own_type:
            pa.own_type.append('中毒')
        if '中毒' not in pa.get_state_type():
            pa.state_type.append('中毒')
        pass
    if mode == 1:
        pass


# 固定装备：亘古的悬空石腰带
def entry_1213(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +25% (觉醒技能除外)', '所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        char.技能恢复加成(1, 100, 0.25, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：循环的自然之法
def entry_947(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '暗属性抗性 +20', '', '[黑暗之力]', '攻击时，根据暗属性强化数值发动以下效果。 (冷却时间1.5秒)', '- 100~149：暗黑爆炸', '- 150~249：暗黑球', '- 250以上：黑洞', '- 暗黑爆炸、暗黑球、黑洞分别造成总攻击强化数值720%、920%、1480%的伤害。', '- 黑洞使命中敌人进入失明状态10秒。 (冷却时间30秒)']
    if mode == 0:
        char.暗属性抗性加成(20)
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.02)
        char.特效.append({"power": 14.8, "hit": 1})
        pass


# 固定装备：循环的自然之法
def entry_1028(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.1)
        char.施放速度增加(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：暴走之躯战靴
def entry_930(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.17)
        pass


# 固定装备：暴走之躯战靴
def entry_931(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法防御力 +16000']
    if mode == 0:
        char.add_eq_params('defense',16000)
        pass
    if mode == 1:
        pass


# 固定装备：黑暗吞噬短靴
def entry_1187(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['中毒伤害 +10%']
    if mode == 0:
        char.异常增伤('中毒', 0.10)
    if mode == 1:
        pass


# 固定装备：黑暗吞噬短靴
def entry_1220(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '技能冷却时间恢复速度 +15% (觉醒技能除外)', '所有速度 +15%']
    if mode == 0:
        char.移动速度增加(0.15)
        char.攻击速度增加(part=part, x=0.15)
        char.施放速度增加(0.15)
        char.技能攻击力加成(part=part, x=0.05)
        char.技能恢复加成(1, 100, 0.15, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的研究服上衣
def entry_936(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +4%', '技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        char.技能攻击力加成(0.04)
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)


# 固定装备：天才技术大师的研究服上衣
def entry_939(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使500px内引发爆炸。 (冷却时间10秒)', '- 爆炸造成总攻击强化数值1300%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 13, "hit": 1})
        pass


# 固定装备：澎湃之心上衣
def entry_815(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[再战]', '死亡判定时，发动不死效果并获得以下效果，效果持续5秒。 (冷却时间300秒)', '- 恢复10%的生命值。', '- 所有生命值恢复效果、被击时伤害无效。', '- 解除不死效果时，锁定可使用的生命值最大值的30%。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：澎湃之心上衣
def entry_854(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '物理/魔法暴击率 +5%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        char.暴击率增加(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：深渊之源上衣
def entry_799(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['赋予武器所有属性攻击']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：深渊之源上衣
def entry_1148(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '物理/魔法暴击率 +10%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        char.暴击率增加(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：御力装甲上衣
def entry_839(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入灼伤状态15秒。 (冷却时间10秒)', '所有属性强化 +10']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append('灼伤')
        char.异常时间['灼伤'][3] = min(char.异常时间['灼伤'][3],10)
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：御力装甲上衣
def entry_1198(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['灼伤伤害 +20%', '灼伤抗性 +10%']
    if mode == 0:
        char.异常增伤('灼伤', 0.20)
        char.异常抗性加成('灼伤', 0.10)
    if mode == 1:
        pass


# 固定装备：霜云暗影长裤
def entry_857(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：霜云暗影长裤
def entry_1015(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['光属性强化 +50']
    if mode == 0:
        char.光属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：苍龙闪影护腿
def entry_1086(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：苍龙闪影护腿
def entry_1092(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +15']
    if mode == 0:
        char.所有属性抗性加成(15)
        pass
    if mode == 1:
        pass


# 固定装备：耀武之威护肩
def entry_882(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['出血伤害 +15%', '出血抗性 +10%']
    if mode == 0:
        char.异常增伤('出血', 0.15)
        char.异常抗性加成('出血', 0.1)
    if mode == 1:
        pass


# 固定装备：耀武之威护肩
def entry_892(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入出血状态10秒。 (冷却时间5秒)']
    if mode == 0:
        if '出血' not in pa.get_state_type():
            pa.state_type.append('出血')
        char.异常时间['出血'][3] = min(char.异常时间['出血'][3],5)
        pass
    if mode == 1:
        pass


# 固定装备：绽放的自然生命
def entry_944(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '冰属性抗性 +20', '', '[冰之力]', '攻击时，根据冰属性强化数值发动以下效果。 (冷却时间1.5秒)', '- 100~149：冰冻针刺', '- 150~249：冰冻吐息', '- 250以上：暴雪', '- 冰冻针刺、冰冻吐息、暴雪分别造成总攻击强化数值720%、920%、1480%的伤害。', '- 暴雪使命中敌人进入冰冻状态10秒。 (冷却时间30秒)']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        char.冰属性抗性加成(20)
        pass
    if mode == 1:
        char.特效.append({"power": 14.8, "hit": 1})
        pass


# 固定装备：绽放的自然生命
def entry_1029(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.1)
        char.施放速度增加(0.15 * min(10, int(char.冰属性抗性()/5)))
        pass
    if mode == 1:
        pass


# 固定装备：隐匿之光护肩
def entry_883(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['出血伤害 +20%', '最终伤害 +2%']
    if mode == 0:
        char.异常增伤('出血', 0.2)
        char.技能攻击力加成(0.02)
    if mode == 1:
        pass


# 固定装备：隐匿之光护肩
def entry_1205(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的出血状态', '', '物理/魔法暴击率 +10%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        if '出血' not in pa.own_type:
            pa.own_type.append('出血')
        pass
    if mode == 1:
        char.暴击率增加(0.1)
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        pass


# 固定装备：御雷腰带
def entry_918(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '火属性强化 +20', '冰属性强化 +20', '暗属性强化 +20']
    if mode == 0:
        char.火属性强化加成(20)
        char.冰属性强化加成(20)
        char.暗属性强化加成(20)
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：御雷腰带
def entry_940(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入感电状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '感电' not in pa.get_state_type():
            pa.state_type.append('感电')
        char.异常时间['感电'][3] = min(char.异常时间['感电'][3],10)
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术腰带
def entry_870(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术腰带
def entry_871(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +30%', '获得生命值最大值10%的保护罩']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.1)
        char.add_eq_params('hurted_ratio',0.3)
        pass
    if mode == 1:
        pass


# 固定装备：流星飞电战靴
def entry_919(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，释放雷电，使所有敌人感电状态15秒。 (冷却时间10秒)', '-造成总攻击强化数值84%的伤害。', '使自身进入无法解除的感电状态']
    if mode == 0:
        if '感电' not in pa.get_state_type():
            pa.state_type.append('感电')
        if '感电' not in pa.own_type:
            pa.own_type.append('感电')
        char.异常时间['感电'][3] = min(char.异常时间['感电'][3],10)
        pass
    if mode == 1:
        char.特效.append({"power": 0.84, "hit": 1})
        pass


# 固定装备：流星飞电战靴
def entry_1217(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '攻击速度 +20%', '施放速度 +30%', '移动速度 +20%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.2)
        char.施放速度增加(0.3)
        char.移动速度增加(0.2)
        char.技能攻击力加成(part=part, x=0.17)
        pass
    if mode == 1:
        pass


# 固定装备：无畏的勇气短靴
def entry_1223(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '攻击强化 +326.0%']
    if mode == 0:
        pass
    if mode == 1:
        char.攻击强化加成(params[0])
        char.技能攻击力加成(0.09)


# 固定装备：无畏的勇气短靴
def entry_1230(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['1~25级技能等级 +2', '辅助职业最终伤害 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能等级加成('所有', 1, 25, 2)


# 固定装备：大地的馈赠上衣
def entry_946(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '火属性抗性 +20', '', '[火力]', '攻击时，根据火属性强化数值发动以下效果。 (冷却时间1.5秒)', '- 100~149：火焰爆炸', '- 150~249：地炎', '- 250以上：陨石', '- 火焰爆炸、地炎、陨石分别造成总攻击强化数值720%、920%、1480%的伤害。', '- 陨石使命中敌人进入灼伤状态15秒。 (冷却时间30秒)']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        char.火属性抗性加成(20)
        pass
    if mode == 1:
        char.特效.append({"power": 14.8, "hit": 1})
        pass


# 固定装备：大地的馈赠上衣
def entry_1031(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.1)
        char.施放速度增加(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：白金流光夹克 ， 白虹贯日长裤 ， 白玉无邪腰带
def entry_1361(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '', '[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.08)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：屠龙者
def entry_975(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '赋予武器所有属性攻击']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：屠龙者
def entry_976(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +25']
    if mode == 0:
        char.所有属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：守护之王者铠甲
def entry_800(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '攻击时恢复2%的生命值。 (冷却时间1秒)', '物理/魔法防御力 +20%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        char.add_eq_params('defense_ratio',0.2)
        pass
    if mode == 1:
        pass


# 固定装备：守护之王者铠甲
def entry_858(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[神圣盾牌]', '输入[装备属性指令]时，召唤神圣之盾并发动以下效果，效果持续5秒。 (冷却时间45秒)', '- 神圣之盾生命值：角色生命值最大值的30%', '- 防御敌人的远程攻击并限制移动']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：舞台的华丽
def entry_1097(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.08)
        char.add_eq_params('hurted_ratio',0.1)
        pass


# 固定装备：舞台的华丽
def entry_1098(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['施放[后跳]期间，移动速度 +200%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：沧海之覆护腿
def entry_842(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入中毒状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '中毒' not in pa.get_state_type():
            pa.state_type.append('中毒')
        char.异常时间['中毒'][3] = min(char.异常时间['中毒'][3],10)
        pass
    if mode == 1:
        pass


# 固定装备：沧海之覆护腿
def entry_1186(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['中毒伤害 +15%', '中毒抗性 +10%']
    if mode == 0:
        char.异常抗性加成('中毒', 0.10)
        char.异常增伤('中毒', 0.15)
    if mode == 1:
        pass


# 固定装备：永不破碎的信念
def entry_856(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：永不破碎的信念
def entry_1013(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['暗属性强化 +50']
    if mode == 0:
        char.暗属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术护腿
def entry_1178(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.08)
        pass


# 固定装备：高科技战术护腿
def entry_1179(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[格挡破招]', '用以下技能精准阻挡敌人时，控制敌人2秒。', '- [格挡]、[招架]、[格挡反击]、[武器格挡]、[盾牌格挡]、[圣盾]、[远程格挡]', '- 施放技能后0.5秒内防御敌人的攻击时发动']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：荒漠之界长裤
def entry_964(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，获得1个火种，持续5秒。 (冷却时间0.1秒)', '- 火种达到5个时，消耗所有火种，引发爆炸。 ', '- 爆炸造成总攻击强化数值96%的伤害']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 0.96, "hit": 1})
        pass


# 固定装备：荒漠之界长裤
def entry_967(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['火属性强化 +40', '火属性抗性 +25']
    if mode == 0:
        char.火属性强化加成(40)
        char.火属性抗性加成(25)
        pass
    if mode == 1:
        pass


# 固定装备：望穿尽头的视线
def entry_891(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +5%']
    if mode == 0:
        char.暴击率增加(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：望穿尽头的视线
def entry_911(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        pass
    if mode == 1:
        pass


# 固定装备：冰玉之蚀肩甲
def entry_1188(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['中毒伤害 +20%', '最终伤害 +2%']
    if mode == 0:
        char.异常增伤('中毒', 0.20)
        char.技能攻击力加成(0.02)
    if mode == 1:
        pass


# 固定装备：冰玉之蚀肩甲
def entry_1212(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的中毒状态', '', '物理/魔法暴击率 +10%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        if '中毒' not in pa.own_type:
            pa.own_type.append('中毒')
        char.暴击率增加(0.1)
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        pass
    if mode == 1:
        pass


# 固定装备：白色的信念斗篷
def entry_1824(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +6%', '', '[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.06)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：远古之法则护肩
def entry_1080(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却恢复速度 +30% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        pass


# 固定装备：远古之法则护肩
def entry_1087(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['辅助职业最终伤害 +10%', '辅助职业技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：华丽的清音护肩
def entry_835(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[受身蹲伏]每维持1秒，恢复1%的生命值。 (最多4秒)', '[受身蹲伏] 冷却时间 -50%', '所有速度 +10%']
    if mode == 0:
        char.所有速度增加(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：华丽的清音护肩
def entry_1133(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冷却时间恢复速度 +50% (觉醒技能除外)', '- 需要穿戴[永恒的心愿]', '睡眠抗性 -10%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.1)
        pass
    if mode == 1:
        if char.check_equ_by_name('永恒的心愿'):
            char.技能恢复加成(1, 100, 0.5, excName=char.觉醒技能)
        else:
            return '未穿戴[永恒的心愿]'


# 固定装备：纯粹的自然秩序
def entry_945(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '光属性抗性 +20', '', '[雷霆之力]', '攻击时，根据光属性强化数值发动以下效果。 (冷却时间1.5秒)', '- 100~149：闪光爆炸', '- 150~249：雷光链', '- 250以上：雷暴', '- 闪光爆炸、雷光链、雷暴分别造成总攻击强化数值720%、920%、1480%的伤害。', '- 雷暴使命中敌人进入感电状态15秒。 (冷却时间10秒)']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        char.光属性抗性加成(20)
        pass
    if mode == 1:
        char.特效.append({"power": 14.8, "hit": 1})
        pass


# 固定装备：纯粹的自然秩序
def entry_1030(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.10)
        char.施放速度增加(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：骄傲的意志腰带
def entry_908(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['感电伤害 +15%', '感电抗性 +10%']
    if mode == 0:
        char.异常抗性加成('感电', 0.10)
        char.异常增伤('感电', 0.15)
    if mode == 1:
        pass


# 固定装备：骄傲的意志腰带
def entry_1053(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '攻击时，使所有敌人进入感电状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '感电' not in pa.get_state_type():
            pa.state_type.append("感电")
        char.异常时间['感电'][3] = min(char.异常时间['感电'][3],10)
        char.技能攻击力加成(0.07)
        pass
    if mode == 1:
        pass


# 固定装备：信念之喘息腰带
def entry_1197(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的出血状态', '攻击时，使敌人进入出血状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '出血' not in pa.own_type:
            pa.own_type.append("出血")
        if '出血' not in pa.get_state_type():
            pa.state_type.append('出血')
        char.异常时间['出血'][3] = min(char.异常时间['出血'][3],5)
        pass
    if mode == 1:
        pass


# 固定装备：信念之喘息腰带
def entry_1207(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：静谧的星光腰带
def entry_1067(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +15%']
    if mode == 0:
        pass
    if mode == 1:
        char.add_eq_params('hurted_ratio',0.15)
        pass


# 固定装备：静谧的星光腰带
def entry_1162(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.13)


# 固定装备：应尽之责腰带
def entry_1017(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%']
    if mode == 0:
        char.技能攻击力加成(0.14)
        pass
    if mode == 1:
        pass


# 固定装备：应尽之责腰带
def entry_1116(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +20']
    if mode == 0:
        char.所有属性强化加成(20)
        pass
    if mode == 1:
        pass


# 固定装备：流星追月短靴
def entry_813(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['魔法值最大值 +4196', '最终伤害 +11%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        pass
    if mode == 1:
        pass


# 固定装备：流星追月短靴
def entry_986(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -15% (觉醒技能除外)', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.技能冷却缩减(1, 100, 0.15, excName=char.觉醒技能)
    if mode == 1:
        pass


# 固定装备：龙之开拓者短靴
def entry_1084(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%']
    if mode == 0:
        char.技能攻击力加成(0.17)
        pass
    if mode == 1:
        pass


# 固定装备：龙之开拓者短靴
def entry_1090(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +15']
    if mode == 0:
        char.所有属性抗性加成(15)
        pass
    if mode == 1:
        pass


# 固定装备：摇曳的残影短靴
def entry_1011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的感电状态', '最终伤害 +9%', '攻击强化 +326.0%', '所有属性抗性 +15']
    if mode == 0:
        if '感电' not in pa.own_type:
            pa.own_type.append('感电')
        char.攻击强化加成(params[0])
        char.技能攻击力加成(0.09)
        char.所有属性抗性加成(15)
        pass
    if mode == 1:
        pass


# 固定装备：摇曳的残影短靴
def entry_1022(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -15% (觉醒技能除外)']
    if mode == 0:
        char.技能冷却缩减(1, 100, 0.15, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：大地的践踏短靴
def entry_1003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '每10秒赋予生命值最大值10%的保护罩']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.1)
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.17)
        pass


# 固定装备：大地的践踏短靴
def entry_1005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['跳跃落地时，引发冲击波。', '- 引发冲击波时，使敌人进入眩晕状态3秒。 (冷却时间20秒)', '- 造成总攻击强化数值2200%的伤害。']
    if mode == 0:
        if '眩晕' not in pa.get_state_type():
            pa.state_type.append('眩晕')
        pass
    if mode == 1:
        char.特效.append({"power": 22, "hit": 1})
        pass


# 固定装备：祈愿之息短靴
def entry_1132(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '', '[暗影行者]', '强化[受身蹲伏]效果。', '- 无敌时间上限 +1秒', '- [受身蹲伏]状态下按方向键，可以隐藏在暗影中移动，效果持续2秒。 (冷却时间5秒)', '睡眠抗性 -20%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.2)
        char.技能攻击力加成(part=part, x=0.17)
        pass
    if mode == 1:
        pass


# 固定装备：祈愿之息短靴
def entry_1134(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +296.4%']
    if mode == 0:
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：暗影流光战袍
def entry_802(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        char.技能攻击力加成(0.02)
        pass


# 固定装备：暗影流光战袍
def entry_962(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[诅咒傀儡]', '输入[装备属性指令]时，召唤被诅咒的傀儡，发动以下效果。 (冷却时间10秒)', '- 使范围内的敌人进入诅咒状态5秒。']
    if mode == 0:
        if '诅咒' not in pa.get_state_type():
            pa.state_type.append('诅咒')
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术指挥上衣
def entry_894(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[瞬移]', '输入[装备属性指令]时瞬移。 (冷却时间20秒)', '- 瞬移时，可按方向键调整方向。', '- 瞬移后，增加30%的移动速度，效果持续30秒。']
    if mode == 0:
        char.移动速度增加(0.3)
        pass
    if mode == 1:
        pass


# 固定装备：高科技战术指挥上衣
def entry_1021(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：暴风骑士
def entry_1104(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['按照魔法值消耗量的10%，恢复相应的生命值']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：暴风骑士
def entry_1170(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +3%', '技能冷却时间恢复速度 +10% (觉醒技能除外)', '物理/魔法防御力 +9000']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.1, excName=char.觉醒技能)
        char.技能攻击力加成(0.03)
        char.add_eq_params('defense',9000)
        pass
    if mode == 1:
        pass


# 固定装备：沙漠星芒披肩
def entry_1199(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['灼伤伤害 +20%', '最终伤害 +2%']
    if mode == 0:
        char.异常增伤('灼伤', 0.20)
        char.技能攻击力加成(0.02)
    if mode == 1:
        pass


# 固定装备：沙漠星芒披肩
def entry_1214(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除灼伤状态', '', '', '物理/魔法暴击率 +10%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        if '灼伤' not in pa.own_type:
            pa.own_type.append('灼伤')
        char.暴击率增加(0.1)
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵腰甲
def entry_1001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '', '聊天输入包含“哇”的文字时，召唤可搭乘的P0-原型机。 (冷却时间40秒)']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵腰甲
def entry_1189(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['每秒恢复1000点生命值和魔法值']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：大地之翼腰带
def entry_811(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%', '生命值最大值 +10%', '所有异常状态抗性 +10%']
    if mode == 0:
        char.技能攻击力加成(0.13)
        char.所有异常抗性加成(0.1)
    if mode == 1:
        pass


# 固定装备：大地之翼腰带
def entry_950(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[光之领域]', '攻击时，在角色所在位置生成光之领域。 (冷却时间1秒)', '- 领域之内，物理/魔法所受伤害减少量 +10%', '- 移动到领域之外时，光之领域消失。']
    if mode == 0:
        pass
    if mode == 1:
        char.add_eq_params('hurted_ratio',0.1)
        pass


# 固定装备：蒸汽朋克音速鞋
def entry_1130(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        char.技能攻击力加成(0.13)
        pass
    if mode == 1:
        pass


# 固定装备：蒸汽朋克音速鞋
def entry_1210(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +10% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.1, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：白色秘境皮鞋
def entry_1825(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%', '', '[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.11)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：百折不挠的梦想
def entry_817(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：百折不挠的梦想
def entry_1211(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[兔死之梦]', '死亡判定时，使自身进入睡眠状态，并发动以下效果。 (冷却时间300秒)', '- 睡眠时，恢复10%的生命值。', '- 睡眠状态下被攻击时，恢复15%的生命值。 (冷却时间1秒)', '- 即使被攻击，也不会解除睡眠。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：高贵的神意上衣
def entry_803(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[亚空间]', '输入[装备属性指令]时，召唤亚空间，持续2秒。 (最多召唤2次)', '- 在亚空间周围按跳跃键时，进入亚空间。', '- 进入亚空间后无敌。', '- 亚空间结束时，增加30%的所有速度，效果持续10秒。']
    if mode == 0:
        char.施放速度增加(0.3)
        char.攻击速度增加(part=part, x=0.3)
        char.移动速度增加(0.3)
        pass
    if mode == 1:
        pass


# 固定装备：高贵的神意上衣
def entry_1145(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '生命值最大值 +30%', '所有异常状态抗性 +15%', '辅助职业最终伤害 +10%']
    if mode == 0:
        char.所有异常抗性加成(0.15)
        char.技能攻击力加成(0.08)
    if mode == 1:
        pass


# 固定装备：玉化亡灵胸甲
def entry_1160(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[支配苍穹]', '跳跃状态下，输入[装备属性指令]时，召唤旋风并进入悬空状态，发动以下效果，效果持续10秒。 (冷却时间20秒)', '- 吸附周围敌人。', '- 进入霸体状态。', '- 再次输入[装备属性指令，解除悬空状态。', '旋风部分造成总攻击强化数值2880%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 14.4, "hit": 1})
        pass


# 固定装备：玉化亡灵胸甲
def entry_1161(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '攻击速度 +10%', '施放速度 +15%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        char.攻击速度增加(0.1,part)
        char.施放速度增加(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：双面星云皮大衣
def entry_816(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[抑死觉悟]', '死亡判定时，发动英雄气魄增益并获得以下效果。 (冷却时间300秒)', '- 所有生命值恢复效果无效', '- 被击时，不消耗生命值但会消耗魔法值', '- 每1秒减少2%的魔法值', '- 魔法值为0时死亡']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：双面星云皮大衣
def entry_956(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        char.技能攻击力加成(part=part, x=0.09)
    if mode == 1:
        pass


# 固定装备：玉化亡灵腿甲
def entry_914(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[时尚之星]', '装扮栏中装扮数量达到120个以上，生成聚光灯。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵腿甲
def entry_1191(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['- 最终伤害 +6%', '- 技能冷却时间-8% (觉醒技能除外)', '- 进入霸体护甲状态']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(0.06)
        char.技能冷却缩减(1, 100, 0.08, excName=char.觉醒技能)
        pass


# 固定装备：终极掌控者护腿
def entry_823(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -15% (觉醒技能除外)', '辅助职业最终伤害 +3%']
    if mode == 0:
        char.技能冷却缩减(1, 100, 0.15, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：终极掌控者护腿
def entry_1195(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使所有敌人进入诅咒状态5秒。 (冷却时间20秒)']
    if mode == 0:
        if '诅咒' not in pa.get_state_type():
            pa.state_type.append('诅咒')
        pass
    if mode == 1:
        pass


# 固定装备：侵蚀的意志护腿
def entry_859(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：侵蚀的意志护腿
def entry_1016(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['火属性强化 +50']
    if mode == 0:
        char.火属性强化加成(50)
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的百宝裤
def entry_896(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：天才技术大师的百宝裤
def entry_1163(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['待机、行走时，角色进入伪装，并获得以下效果。 (冷却时间5秒)', '- 伪装状态下回避率 +45%', '- 前冲、被攻击时，解除伪装效果。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：电磁搜索者肩甲
def entry_909(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['感电伤害 +20%', '最终伤害 +2%']
    if mode == 0:
        char.异常增伤('感电', 0.2)
        char.技能攻击力加成(0.02)
    if mode == 1:
        pass


# 固定装备：电磁搜索者肩甲
def entry_1208(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的感电状态', '', '物理/魔法暴击率 +10%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        if '感电' not in pa.own_type:
            pa.own_type.append('感电')
        char.暴击率增加(0.1)
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        pass
    if mode == 1:
        pass


# 固定装备：高科技御敌肩甲
def entry_853(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：高科技御敌肩甲
def entry_1192(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的感电状态。', '被击后3秒内攻击敌人时，恢复先前所受伤害的70%。 (冷却时间3秒)']
    if mode == 0:
        if '感电' not in pa.own_type:
            pa.own_type.append('感电')
        pass
    if mode == 1:
        pass


# 固定装备：龙食腐者
def entry_1085(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%']
    if mode == 0:
        char.技能攻击力加成(0.14)
        pass
    if mode == 1:
        pass


# 固定装备：龙食腐者
def entry_1091(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +15']
    if mode == 0:
        char.所有属性抗性加成(15)
        pass
    if mode == 1:
        pass


# 固定装备：动力之渊腰带
def entry_1043(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，恢复2000点生命值/魔法值。 (冷却时间1秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：动力之渊腰带
def entry_1049(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%', '技能冷却时间恢复速度 +15% (觉醒技能除外)']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.08)
        char.技能恢复加成(1, 100, 0.15, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：音律的夙愿
def entry_934(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['睡眠抗性 -10%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.1)
        pass
    if mode == 1:
        pass


# 固定装备：音律的夙愿
def entry_1193(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '技能冷却时间 -10% (觉醒技能除外)']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.09)
        char.技能冷却缩减(1, 100, 0.1, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：焰纹加固靴
def entry_977(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%', '', '攻击时，使敌人进入灼伤状态15秒。 (冷却时间10秒)']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append('灼伤')
        char.异常时间['灼伤'][3] = min(char.异常时间['灼伤'][3],10)
        char.技能攻击力加成(0.16)
        pass
    if mode == 1:
        pass


# 固定装备：焰纹加固靴
def entry_1196(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['冰属性强化、光属性强化、暗属性强化 +20']
    if mode == 0:
        char.冰属性强化加成(20)
        char.光属性强化加成(20)
        char.暗属性强化加成(20)
        pass
    if mode == 1:
        pass


# 固定装备：天翼之守护短靴
def entry_1000(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['在空中被攻击时，通过[拍卖行键]可恢复滞空姿势。 (冷却时间10秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：天翼之守护短靴
def entry_1002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '物理/魔法防御力 +20%']
    if mode == 0:
        char.add_eq_params('defense_ratio',0.2)
        char.技能攻击力加成(part=part, x=0.17)
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵长靴
def entry_1099(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +24%', '施放速度 +24%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.08*3)
        char.施放速度增加(0.08*3)
        pass
    if mode == 1:
        pass


# 固定装备：玉化亡灵长靴
def entry_1100(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害增加17%', '攻击强化 +340.9%']
    if mode == 0:
        char.攻击强化加成(params[0])
        char.技能攻击力加成(part=part, x=0.17)
        pass
    if mode == 1:
        pass


# 固定装备：万念俱灰短靴
def entry_818(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['装备提供的保护罩效果数值上限 +20%']
    if mode == 0:
        char.set_eq_params('protect_max',char.get_eq_params('protect_max') + 0.2)
        pass
    if mode == 1:
        pass


# 固定装备：万念俱灰短靴
def entry_902(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +17%', '攻击强化 +400.1%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.17)
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：骑士的救赎
def entry_1004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '移动速度 +20%']
    if mode == 0:
        char.技能攻击力加成(0.15)
        char.移动速度增加(0.2)
        pass
    if mode == 1:
        pass


# 固定装备：骑士的救赎
def entry_1151(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['跳跃状态下，按[拍卖行键]可立即降落。 (冷却时间10秒)', '', '跳跃力 +100']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：无人机战术手镯
def entry_937(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '所有属性强化 +20']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.12)
        char.所有属性强化加成(20)
        pass
    if mode == 1:
        pass


# 固定装备：无人机战术手镯
def entry_1166(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间 -12% (觉醒技能除外)']
    if mode == 0:
        char.技能冷却缩减(1, 100, 0.12, excName=char.觉醒技能)
    if mode == 1:
        pass


# 固定装备：生命之力皮护腕
def entry_1074(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将伤害的50%转换为感电伤害。', '感电伤害 +10%']
    if mode == 0:
        if '感电' not in pa.get_state_type():
            pa.state_type.append("感电")
        char.伤害类型转化('直伤', '感电', 0.5)
        char.异常增伤('感电', 0.1)
    if mode == 1:
        pass


# 固定装备：生命之力皮护腕
def entry_1144(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将所受物理/魔法伤害的50%转换为感电伤害。', '最终伤害 +2%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        pass
    if mode == 1:
        pass


# 固定装备：和谐之音手镯
def entry_869(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '所有属性强化 +25']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.15)
        char.所有属性强化加成(25, mode=1)
        pass
    if mode == 1:
        pass


# 固定装备：和谐之音手镯
def entry_985(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能、装备的生命值恢复效果 +20%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：第二个黑桃 - 权威
def entry_1359(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '[白色魔导师]', '该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.12)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：第二个黑桃 - 权威 ， 第一个黑桃 - 贵族 ， 第三个黑桃 - 死亡
def entry_1360(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['生命值最大值 +200', '魔法值最大值 +315']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：重奏者
def entry_1032(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法暴击率 +10%', '技能魔法值消耗量 +300%']
    if mode == 0:
        char.MP消耗量加成(3.0)
        char.暴击率增加(0.1)
    if mode == 1:
        pass


# 固定装备：重奏者
def entry_1033(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '技能冷却时间恢复速度 +30% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        char.技能攻击力加成(0.125)
        pass
    if mode == 1:
        pass


# 固定装备：绿野的纯真手镯
def entry_920(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击感电状态的敌人时，使敌人进入眩晕状态5秒。 (冷却时间8秒)']
    if mode == 0:
        if '感电' in pa.get_state_type() and '眩晕' not in pa.get_state_type():
            pa.state_type.append('眩晕')
        pass
    if mode == 1:
        pass


# 固定装备：绿野的纯真手镯
def entry_921(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '攻击时，引发EMP冲击。 (冷却时间1.5秒)', '- 造成总攻击强化数值800%的伤害。']
    if mode == 0:
        char.技能攻击力加成(0.15)
        pass
    if mode == 1:
        pass


# 固定装备：黑灵缠绕手镯
def entry_1073(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将伤害的50%转换为出血伤害。', '出血伤害 +10%']
    if mode == 0:
        if '出血' not in pa.get_state_type():
            pa.state_type.append("出血")
        char.伤害类型转化('直伤', '出血', 0.5)
        char.异常增伤('出血', 0.1)
    if mode == 1:
        pass


# 固定装备：黑灵缠绕手镯
def entry_1143(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将所受物理/魔法伤害的50%转换为出血伤害。', '最终伤害 +2%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        pass
    if mode == 1:
        pass


# 固定装备：灿若繁星手镯
def entry_992(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['对自身赋予无法解除的出血/中毒/灼伤/感电状态']
    if mode == 0:
        pa.own_type = list(set(['出血', '中毒', '感电', '灼伤']) | set(pa.own_type))
        pass
    if mode == 1:
        pass


# 固定装备：灿若繁星手镯
def entry_1221(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%', '所有属性强化 +20', '物理/魔法所受伤害减少量 +20%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.16)
        char.所有属性强化加成(20)
        char.add_eq_params('hurted_ratio',0.2)
        pass
    if mode == 1:
        pass


# 固定装备：守护龙的庇护 - 慈悲
def entry_886(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['35级主动技能等级 +10', '- 不包含：[饥渴]、[暗影蓄能]、[挑衅]、[幻影化身]、[忍法：残影术]']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.所在等级 == 35 and i.是否主动 == 1 and i.名称 not in ['饥渴','暗影蓄能','挑衅','幻影化身','忍法：残影术']:
                i.等级加成(10)
        pass


# 固定装备：守护龙的庇护 - 慈悲
def entry_1082(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +30']
    if mode == 0:
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：流星飞电手镯
def entry_1072(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将伤害的50%转换为灼伤伤害。', '灼伤伤害 +10%']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append("灼伤")
        char.伤害类型转化('直伤', '灼伤', 0.5)
        char.异常增伤('灼伤', 0.1)
    if mode == 1:
        pass


# 固定装备：流星飞电手镯
def entry_1142(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将所受物理/魔法伤害的50%转换为灼伤伤害。', '最终伤害 +2%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        pass
    if mode == 1:
        pass


# 固定装备：石巨人之核手镯
def entry_1071(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将伤害的50%转换为中毒伤害。', '中毒伤害 +10%']
    if mode == 0:
        if '中毒' not in pa.get_state_type():
            pa.state_type.append("中毒")
        char.伤害类型转化('直伤', '中毒', 0.5)
        char.异常增伤('中毒', 0.1)
    if mode == 1:
        pass


# 固定装备：石巨人之核手镯
def entry_1141(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['将所受物理/魔法伤害的50%转换为中毒伤害。', '最终伤害 +2%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.02)
        pass
    if mode == 1:
        pass


# 固定装备：迟钝的感知手镯
def entry_943(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['赋予自身无法解除的灼伤状态']
    if mode == 0:
        if '灼伤' not in pa.own_type:
            pa.own_type.append('灼伤')
        pass
    if mode == 1:
        pass


# 固定装备：迟钝的感知手镯
def entry_1222(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%', '所有属性强化 +30']
    if mode == 0:
        char.技能攻击力加成(0.14)
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：电离掌控手镯
def entry_863(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[紧急脱离]', '被攻击时，按跳跃键可以瞬移到一定距离之外。 (冷却时间10秒)', '-按方向键可以调整方向。', '- 瞬移后，恢复10%的生命值。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：电离掌控手镯
def entry_973(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '物理/魔法暴击率 +10%', '回避率 +10%']
    if mode == 0:
        char.回避率增加(0.1)
        char.技能攻击力加成(0.15)
        char.暴击率增加(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：收获之手
def entry_1044(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +25% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.25, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：收获之手
def entry_1164(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.08)
        pass
    if mode == 1:
        pass


# 固定装备：残忍之心项链
def entry_852(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：残忍之心项链
def entry_929(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，发动火属性爆炸。 (冷却时间5秒)', '- 造成总攻击强化数值480%的伤害。', '- 自身受到1点伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 4.8, "hit": 1})
        pass


# 固定装备：无尽的愤怒项链
def entry_893(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['连击数达到200次时，稀有、领主怪物的剩余生命值 -1% (冷却时间30秒；辅助职业不适用)', '- 最大减少5%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：无尽的愤怒项链
def entry_912(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：石巨人之心项链
def entry_847(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：石巨人之心项链
def entry_927(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，发动冰属性爆炸。 (冷却时间5秒)', '- 造成总攻击强化数值480%的伤害。', '- 自身受到1点伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 4.8, "hit": 1})
        pass


# 固定装备：脉冲触发器
def entry_1039(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击速度 +50%']
    if mode == 0:
        char.攻击速度增加(part=part, x=0.5)
        pass
    if mode == 1:
        pass


# 固定装备：脉冲触发器
def entry_1181(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：守护龙的庇护 - 勇气
def entry_884(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['40级主动技能等级 +10', '- 不包含：[念兽：龙虎啸]、[爱之急救]、[生命源泉]、[复苏之光]、[忍法：六道轮回]']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.所在等级 == 40 and i.是否主动 == 1 and i.名称 not in ['念兽：龙虎啸', '爱之急救', '生命源泉', '复苏之光', '忍法：六道轮回']:
                i.等级加成(10)
        pass


# 固定装备：守护龙的庇护 - 勇气
def entry_1088(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +30']
    if mode == 0:
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：浮光跃金项链
def entry_810(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的灼伤状态。', '移动速度 +20%']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append('灼伤')
        if '灼伤' not in pa.own_type:
            pa.own_type.append('灼伤')
        char.移动速度增加(0.2)
        pass
    if mode == 1:
        pass


# 固定装备：浮光跃金项链
def entry_1055(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +370.5%', '最终伤害 +8%']
    if mode == 0:
        char.攻击强化加成(params[0])
        char.技能攻击力加成(part=part, x=0.08)
        pass
    if mode == 1:
        pass


# 固定装备：五感之灵项链
def entry_1149(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '[跃翔]技能等级 +5', '进入霸体状态。']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：五感之灵项链
def entry_1150(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['跳跃攻击时，立即落地并生成冲击波。 (冷却时间5秒)', '- 造成总攻击强化数值3840%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 38.4, "hit": 1})
        pass


# 固定装备：高科技闪影项链
def entry_1121(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['- 非快捷栏技能冷却时间 -15% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.名称 not in char.觉醒技能 and i.手搓 == True and i.名称 not in char.hotkey:
                if i.是否有伤害 == 1:
                    i.CDR *= (1 - 0.15)


# 固定装备：高科技闪影项链
def entry_1122(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使用指令施放技能时，发动以下效果。', '- 快捷栏最终伤害 +10%']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.手搓 == True and i.名称 in char.hotkey:
                if i.是否有伤害 == 1:
                    i.倍率 *= (1 + 0.1 * char.技能伤害增加增幅)
                if i.名称 == '鬼连斩':
                    char.get_skill_by_name(
                        "鬼连斩：极").额外加成 /= (1 + 0.1 * char.技能伤害增加增幅)


# 固定装备：战士的荣耀项链
def entry_965(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +20% (觉醒技能除外)', '攻击时，发生火属性爆炸。', '- 造成总攻击强化数值600%的伤害。']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        pass
    if mode == 1:
        char.特效.append({"power": 0.15, "hit": 1})
        pass


# 固定装备：战士的荣耀项链
def entry_970(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['装备发动的物体伤害 +10%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：领域之心项链
def entry_840(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[万能金钱]', '持有金币和金库内金币总和4亿以上时，最终伤害 +9%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.09)
        pass


# 固定装备：领域之心项链
def entry_841(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +15%', '物理/魔法暴击率 +10%']
    if mode == 0:
        char.所有速度增加(0.15)
        char.物理暴击率增加(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：风化的恶意
def entry_845(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：风化的恶意
def entry_926(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，发动暗属性爆炸。 (冷却时间5秒)', '- 造成总攻击强化数值480%的伤害。', '- 自身受到1点伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 4.8, "hit": 1})
        pass


# 固定装备：生命的脉动
def entry_850(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.10)
        pass
    if mode == 1:
        pass


# 固定装备：生命的脉动
def entry_928(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，发动光属性爆炸。 (冷却时间5秒)', '- 造成总攻击强化数值480%的伤害。', '- 自身受到1点伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 4.8, "hit": 1})
        pass


# 固定装备：第一个黑桃 - 贵族
def entry_1827(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +3%', '', '[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.03)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：蓝色自然的种子
def entry_966(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入冰冻状态。 (冷却时间5秒)', '', '火属性强化 +20', '光属性强化 +20', '暗属性强化 +20']
    if mode == 0:
        char.火属性强化加成(20)
        char.光属性强化加成(20)
        char.暗属性强化加成(20)
        if '冰冻' not in pa.state_type:
            pa.state_type.append('冰冻')
        char.异常时间['冰冻'][3] = min(char.异常时间['冰冻'][3],5)
        pass
    if mode == 1:
        pass


# 固定装备：蓝色自然的种子
def entry_1225(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['灼伤-冰冻协同结算的灼伤伤害 +35%', '自身对敌人施加的灼伤效果持续时间 +4秒']
    if mode == 0:
        char.异常结算加成['灼伤破冰'] += 0.35
        char.异常时间['灼伤'][1] += 4
        pass
    if mode == 1:
        pass


# 固定装备：骑士的赎罪
def entry_913(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '攻击速度 +20%', '施放速度 +30%', '移动速度 +20%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.1)
        char.攻击速度增加(part=part, x=0.2)
        char.移动速度增加(0.2)
        char.施放速度增加(0.3)
        pass
    if mode == 1:
        pass


# 固定装备：骑士的赎罪
def entry_1069(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['前冲状态期间回避率 +20%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.1)
        pass
    if mode == 1:
        pass


# 固定装备：温柔的旋律
def entry_1139(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有异常状态抗性 +20%', '睡眠抗性 -30%']
    if mode == 0:
        char.所有异常抗性加成(0.2)
        char.异常抗性加成('睡眠', -0.3)
    if mode == 1:
        pass


# 固定装备：温柔的旋律
def entry_1227(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%', '所有属性强化 +20']
    if mode == 0:
        char.所有属性强化加成(20)
        char.技能攻击力加成(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：绽放的神秘之花
def entry_794(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入失明状态5秒。 (冷却时间8秒)', '最终伤害 +7%']
    if mode == 0:
        if '失明' not in pa.get_state_type():
            pa.state_type.append('失明')
        char.技能攻击力加成(part=part, x=0.07)
        pass
    if mode == 1:
        pass


# 固定装备：绽放的神秘之花
def entry_1108(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：磁场探测者戒指
def entry_980(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[磁场探测]', '其他队员装备[磁场探测者戒指]时，最终伤害 +4%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：磁场探测者戒指
def entry_1019(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.09)
        pass
    if mode == 1:
        pass


# 固定装备：电流星散指环
def entry_796(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入眩晕状态5秒。 (冷却时间8秒)', '最终伤害 +7%']
    if mode == 0:
        if '眩晕' not in pa.get_state_type():
            pa.state_type.append('眩晕')
        char.技能攻击力加成(part=part, x=0.07)
        pass
    if mode == 1:
        pass


# 固定装备：电流星散指环
def entry_1113(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：闪耀的音律
def entry_1173(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +6%', '消耗品的魔法值恢复效果 -50%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能攻击力加成(part=part, x=0.06)


# 固定装备：闪耀的音律
def entry_1194(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['装备的魔法值恢复效果 +30%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：血色结晶戒指
def entry_1202(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击强化 +222.3%', '出血伤害 +10%']
    if mode == 0:
        char.攻击强化加成(params[0])
        char.异常增伤('出血', 0.10)
        pass
    if mode == 1:
        pass


# 固定装备：血色结晶戒指
def entry_1204(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['出血伤害 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.异常增伤('出血', 0.05)


# 固定装备：闪耀的生命之戒
def entry_793(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入感电状态15秒。 (冷却时间10秒)', '最终伤害 +2%']
    if mode == 0:
        if '感电' not in pa.get_state_type():
            pa.state_type.append('感电')
        char.异常时间['感电'][3] = min(char.异常时间['感电'][3],10)
        char.技能攻击力加成(part=part, x=0.02)
        pass
    if mode == 1:
        pass


# 固定装备：闪耀的生命之戒
def entry_1111(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：骑士的骄傲
def entry_797(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入冰冻状态5秒。 (冷却时间8秒)', '最终伤害 +7%']
    if mode == 0:
        if '冰冻' not in pa.get_state_type():
            pa.state_type.append('冰冻')
            char.异常时间['冰冻'][3] = min(char.异常时间['冰冻'][3],8)
        char.技能攻击力加成(part=part, x=0.07)
        pass
    if mode == 1:
        pass


# 固定装备：骑士的骄傲
def entry_1109(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：石巨人之枢戒指
def entry_898(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法防御力 +12000']
    if mode == 0:
        char.add_eq_params('defense',12000)
        pass
    if mode == 1:
        pass


# 固定装备：石巨人之枢戒指
def entry_1020(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +10%']
    if mode == 0:
        char.技能攻击力加成(0.1)
        pass
    if mode == 1:
        pass


# 固定装备：血红生命之戒
def entry_795(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使敌人进入灼伤状态15秒。 (冷却时间10秒)', '最终伤害 +2%']
    if mode == 0:
        if '灼伤' not in pa.get_state_type():
            pa.state_type.append('灼伤')
        char.技能攻击力加成(0.02)
        pass
    if mode == 1:
        pass


# 固定装备：血红生命之戒
def entry_1112(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：隐没的邪念戒指
def entry_819(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '生命值低于20%时，被攻击时消耗所有魔法值，根据消耗的魔法值恢复相应的生命值。 (冷却时间60秒)']
    if mode == 0:
        char.技能攻击力加成(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：隐没的邪念戒指
def entry_832(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['每1秒恢复2%的生命值和的魔法值。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：第三个黑桃 - 死亡
def entry_1828(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +2%', '', '[白色魔导师]该装备被赋予的附魔效果 +100%', '- 不包含：技能等级增加效果，冒险家名望增加效果']
    if mode == 0:
        char.技能攻击力加成(0.02)
    if mode == 1:
        pass
    entry_31(char=char, mode=mode, text=text,
                 part=part, lv=lv, params=params)


# 固定装备：守护龙的庇护 - 祝福
def entry_885(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['45级主动技能等级 +10', '- 不包含：[圣愈之风]、[新生颂歌]、[甜蜜柔歌]']
    if mode == 0:
        pass
    if mode == 1:
        for i in char.技能栏:
            if i.所在等级 == 45 and i.是否主动 == 1 and i.名称 not in ['圣愈之风', '新生颂歌', '甜蜜柔歌']:
                i.等级加成(10)
        pass


# 固定装备：守护龙的庇护 - 祝福
def entry_1093(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +30']
    if mode == 0:
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：永不停歇的命运
def entry_916(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[不融坚冰]', '赋予敌人的冰冻状态不会被灼伤解除。', '攻击时，使所有敌人进入冰冻状态10秒。 (冷却时间15秒)']
    if mode == 0:
        if '冰冻' not in pa.get_state_type():
            pa.state_type.append('冰冻')
            char.异常时间['冰冻'][3] = min(char.异常时间['冰冻'][3],15)
    if mode == 1:
        pass


# 固定装备：永不停歇的命运
def entry_1224(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.07)
        pass
    if mode == 1:
        pass


# 固定装备：瞬息千里戒指
def entry_1172(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.05)
        char.add_eq_params('hurted_ratio',0.1)
        pass
    if mode == 1:
        pass


# 固定装备：瞬息千里戒指
def entry_1219(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['使自身进入无法解除的出血', '技能冷却时间恢复速度 +10% (觉醒技能除外)']
    if mode == 0:
        if '出血' not in pa.own_type:
            pa.own_type.append("出血")
        char.技能恢复加成(1, 100, 0.1, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：雷达战网戒指
def entry_990(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +30% (觉醒技能除外)']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        pass


# 固定装备：雷达战网戒指
def entry_1107(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[战术初始化]', '施放技能时，有10%的几率使1个技能初始化冷却时间。 (冷却时间20秒)', '- 冷却时间20秒以内的技能', '- 觉醒技能除外']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：双音交映戒指
def entry_948(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[阴阳]', '攻击时，生成一颗可获得阴阳之气的球体，效果持续15秒。 (冷却时间1秒)', '- 黑球：攻击速度 +24%、施放速度 +36%', '- 白球：生命值最大值10%的保护罩']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.1)
        char.攻击速度增加(part=part, x=0.24)
        char.施放速度增加(0.36)
        pass
    if mode == 1:
        pass


# 固定装备：双音交映戒指
def entry_1023(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['移动速度 +20%','技能冷却时间恢复速度 +30%', '辅助职业最终伤害 +5%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        char.移动速度增加(0.2)


# 固定装备：超小型GPS
def entry_1258(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['韧性条减少量 +45%', '物理/魔法所受伤害减少量+15%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.15)
        pass
    if mode == 1:
        pass


# 固定装备：超小型GPS
def entry_1259(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.12)
        pass
    if mode == 1:
        pass


# 固定装备：完成型动力控制装置
def entry_1256(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%']
    if mode == 0:
        char.技能攻击力加成(0.14)
        pass
    if mode == 1:
        pass


# 固定装备：完成型动力控制装置
def entry_1257(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性抗性 +10']
    if mode == 0:
        char.所有属性抗性加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：光学工程眼镜
def entry_1254(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%', '物理/魔法暴击率 +5%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        char.暴击率增加(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：光学工程眼镜
def entry_1255(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['移动速度 +5%', '攻击速度 +5%', '施放速度 +7.5%']
    if mode == 0:
        char.移动速度增加(0.05)
        char.攻击速度增加(part=part, x=0.05)
        char.施放速度增加(0.075)
        pass
    if mode == 1:
        pass


# 固定装备：动力导航包
def entry_1248(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['获得生命值最大值65%的填充型保护罩。', '', '锁定生命值最大值的65%。']
    if mode == 0:
        cur = char.get_eq_params('hp_max')
        char.set_eq_params('hp_max',(100 if cur == 0 else cur)*0.35)
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.35)
        pass
    if mode == 1:
        pass


# 固定装备：动力导航包
def entry_1249(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%', '攻击强化 +385.3%', '技能冷却时间 -15% (觉醒技能除外)', '物理/魔法防御力 +14000']
    if mode == 0:
        char.技能冷却缩减(1, 100, 0.15, excName=char.觉醒技能)
        char.技能攻击力加成(part=part, x=0.09)
        char.add_eq_params('defense',14000)
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：原子核项链
def entry_1250(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +25% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.25, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：原子核项链
def entry_1251(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +15%']
    if mode == 0:
        char.所有速度增加(0.15,part)
        pass
    if mode == 1:
        pass


# 固定装备：能量搜索环
def entry_1252(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：能量搜索环
def entry_1253(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：增援号令腰带
def entry_1244(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +6%', '技能冷却时间恢复速度 +20% (觉醒技能除外)']
    if mode == 0:
        char.技能攻击力加成(0.06)
        char.技能恢复加成(1, 100, 0.2, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：增援号令腰带
def entry_1245(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能范围 +20%']
    if mode == 0:
        char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.2)
        char.multiply_eq_params('skill_range_multi',1 + 0.2)
    if mode == 1:
        pass


# 固定装备：混乱核心胸甲
def entry_1238(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[D011-Risa]', '施放技能时，召唤D011-Risa，存在20秒。 (最多5个；冷却时间0.5秒)', '- 对D011-Risa适用最强敌人身上的所有异常状态。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：混乱核心胸甲
def entry_1239(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10', '', '出血/中毒/灼伤/感电伤害 +15%', '所有异常状态抗性 +10%', '辅助职业最终伤害 +5%']
    if mode == 0:
        char.所有异常抗性加成(0.1)
        char.所有属性强化加成(10)
        char.异常增伤('中毒', 0.15)
        char.异常增伤('灼伤', 0.15)
        char.异常增伤('感电', 0.15)
        char.异常增伤('出血', 0.15)
        pass
    if mode == 1:
        pass


# 固定装备：金属齿轮护肩
def entry_1242(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +25% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.25, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：金属齿轮护肩
def entry_1243(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +3%']
    if mode == 0:
        char.技能攻击力加成(0.03)
    if mode == 1:
        pass


# 固定装备：机械装甲下装
def entry_1240(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['穿戴武器、防具、首饰、特殊装备的强化/增幅数值之和每增加6点，最终伤害 +0.4% (最多叠加24次；勋章、副武器除外)']
    if mode == 0:
        pass
    if mode == 1:
        x = char.获取强化等级()
        char.技能攻击力加成(part=part, x=0.004 * min(24, int(x / 6)))
        if x < 144:
            return '全身装备增幅/强化需再提升{}点'.format(144-x)
        pass


# 固定装备：机械装甲下装
def entry_1241(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['穿戴该装备时，该装备每1点强化/增幅数值，增加2%的所有速度。 (最多叠加12次)']
    if mode == 0:
        pass
    if mode == 1:
        x = char.获取强化等级([part])
        char.所有速度增加(part=part, x=0.02 * min(12, x))
        if x < 12:
            return '该装备增幅/强化需再提升{}点'.format(12-x)
        pass


# 固定装备：赛博音速长靴
def entry_1246(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +20%', '- 当装备提供的攻击速度属性数值的总和高于140%时，额外增加10%。', '- 包含：防具、首饰、特殊装备、装扮、徽章、守护珠、宠物、称号、辟邪玉、纹章、宠物装备、名称装饰卡']
    if mode == 0:
        pass
    if mode == 1:
        if char.攻击速度() >= 1.4:
            char.技能攻击力加成(part=part, x=0.3)
        else:
            char.技能攻击力加成(part=part, x=0.2)
        if char.攻击速度() < 1.4:
            return '攻击速度需再提升{}%'.format(round(100*(1.4-char.攻击速度()), 0))


# 固定装备：赛博音速长靴
def entry_1247(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能魔法值消耗量 -50%']
    if mode == 0:
        char.MP消耗量加成(-0.5)
        pass
    if mode == 1:
        pass


# 固定装备：冷静的谋略家上衣
def entry_1261(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +3%']
    if mode == 0:
        char.技能攻击力加成(0.03)
        pass
    if mode == 1:
        pass


# 固定装备：冷静的谋略家上衣
def entry_1262(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['技能冷却时间恢复速度 +30% (觉醒技能除外)']
    if mode == 0:
        char.技能恢复加成(1, 100, 0.3, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：指引胜利的正义
def entry_1263(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：指引胜利的正义
def entry_1264(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['弱点控制型异常状态的韧性条减少量 +200%']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：欢笑中的祈盼
def entry_1265(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%', '物理/魔法防御力 +10000']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.11)
        char.add_eq_params('defense',10000)
        pass
    if mode == 1:
        pass


# 固定装备：欢笑中的祈盼
def entry_1266(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[骰子重掷]', '每30秒投掷骰子，每1点骰子点数，移动速度 +2%', '- 攻击时，骰子点数 +1']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：永眠前的准备
def entry_1267(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[燃冰]', '尝试施加冰冻状态时，触发灼伤-冰冻协同效果。 (冷却时间3秒)', '- 引爆对敌人累积的灼伤伤害', '- 对于被冰冻的敌人，立刻赋予灼伤状态']
    if mode == 0:
        if '冰冻' in pa.state_type:
            pa.state_type.append('灼伤')
        pass
    if mode == 1:
        pass


# 固定装备：永眠前的准备
def entry_1268(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['灼伤伤害 +15%', '赋予敌人的灼伤状态持续时间 +2秒', '物理/魔法所受伤害减少量 +15%']
    if mode == 0:
        char.异常时间['灼伤'][1] += 2
        char.add_eq_params('hurted_ratio',0.15)
        char.异常增伤('灼伤', 0.15)
        char.异常时间['灼伤'][2] += 0.5
        pass
    if mode == 1:
        pass


# 固定装备：所愿之行动
def entry_1269(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%', '物理/魔法所受伤害减少量+10%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.16)
        char.add_eq_params('hurted_ratio',0.1)
        pass
    if mode == 1:
        pass


# 固定装备：所愿之行动
def entry_1270(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['自身赋予敌人的出血/中毒/灼伤/感电持续时间 -20%']
    if mode == 0:
        for i in ['中毒','感电','灼伤','出血']:
            char.异常时间[i][2] -= 0.2
        pass
    if mode == 1:
        pass


# 固定装备：永恒的心愿
def entry_1271(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[失眠]', '当装备提供的睡眠抗性数值的总和低于-70%时，最终伤害 +28%']
    if mode == 0:
        pass
    if mode == 1:
        抗性 = char.异常抗性获取('睡眠', mode=0)
        if 抗性 <= -0.7:
            char.技能攻击力加成(part=part, x=0.285)
        else:
            return '睡眠抗性需减少{}%'.format(round(抗性*100+70, 0))
        pass


# 固定装备：永恒的心愿
def entry_1272(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['睡眠抗性 -10%']
    if mode == 0:
        char.异常抗性加成('睡眠', -0.1)
        pass
    if mode == 1:
        pass


# 固定装备：正气傲然的理念
def entry_1273(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['装备发动的物体伤害 +30%', '攻击强化 +355.7%']
    if mode == 0:
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：正气傲然的理念
def entry_1274(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，燃烧所有敌人。 (冷却时间5秒)', '- 造成总攻击强化数值140%的伤害。']
    if mode == 0:
        pass
    if mode == 1:
        char.特效.append({"power": 1.4, "hit": 1})
        pass


# 固定装备：炽热的渴望之证
def entry_1275(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：炽热的渴望之证
def entry_1276(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：鲁莽而合理的作战
def entry_1277(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：鲁莽而合理的作战
def entry_1278(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +10%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.1)
        pass
    if mode == 1:
        pass


# 固定装备：胜利约定之时
def entry_1279(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        char.技能攻击力加成(0.13)
        pass
    if mode == 1:
        pass


# 固定装备：胜利约定之时
def entry_1280(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['进入霸体状态']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：终结永恒时光的夙愿
def entry_1281(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%']
    if mode == 0:
        char.技能攻击力加成(0.14)
        pass
    if mode == 1:
        pass


# 固定装备：终结永恒时光的夙愿
def entry_1282(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[剧毒]', '使用遇火则爆的毒，赋予敌人灼伤状态。 (冷却时间3秒)', '- 赋予灼伤状态时，结算剩余的中毒伤害。', '- 攻击时，使敌人进入灼伤状态10秒。 (冷却时间3秒)']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：铭记长夜的黎明
def entry_1312(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：铭记长夜的黎明
def entry_1313(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['获得生命值最大值10%的保护罩']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.1)
        pass
    if mode == 1:
        pass


# 固定装备：战胜噩梦的捷报
def entry_1318(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：战胜噩梦的捷报
def entry_1319(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['角色进入霸体状态']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：庇护伤痛的威严
def entry_1316(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        pass
    if mode == 1:
        pass


# 固定装备：庇护伤痛的威严
def entry_1317(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：愈合伤痕的誓言
def entry_1320(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(0.12)
        pass
    if mode == 1:
        pass


# 固定装备：愈合伤痕的誓言
def entry_1321(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +6', '所有速度 +6%']
    if mode == 0:
        char.所有属性强化加成(6)
        char.所有速度增加(part=part, x=0.06)
        pass
    if mode == 1:
        pass


# 固定装备：告别过去的前进
def entry_1314(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%', '攻击强化 +370.5%', '', '[石像]', '获得石像增益', '- 免疫石化状态', '- 进入霸体状态']
    if mode == 0:
        char.技能攻击力加成(0.16)
        char.攻击强化加成(params[0])
        pass
    if mode == 1:
        pass


# 固定装备：告别过去的前进
def entry_1315(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使所有敌人进入石化状态10秒。 (冷却时间30秒)']
    if mode == 0:
        if '石化' not in pa.get_state_type():
            pa.state_type.append('石化')
        pass
    if mode == 1:
        pass


# 固定装备：爆龙王的支配 - 武力
def entry_1324(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +15%', '所有属性强化 +30']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.15)
        char.所有属性强化加成(30)
        pass
    if mode == 1:
        pass


# 固定装备：爆龙王的支配 - 武力
def entry_1325(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['每3秒恢复1%的生命值、魔法值']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：爆龙王的支配 - 恐怖
def entry_1322(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['生成自动填充的保护罩，相当于生命值最大值的15%。', '保护罩的恢复冷却时间 -1秒', '装备提供的保护罩效果最大值 +8%']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.15)
        char.set_eq_params('protect_max',char.get_eq_params('protect_max') + 0.08)
        pass
    if mode == 1:
        pass


# 固定装备：爆龙王的支配 - 恐怖
def entry_1323(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +5%', '攻击速度 +20%', '施放速度 +30%', '移动速度 +20%']
    if mode == 0:
        pass
    if mode == 1:
        char.基础属性加成(攻击速度=0.2, 施放速度=0.3, 移动速度=0.2)
        char.技能攻击力加成(0.05)
        pass


# 固定装备：爆龙王的支配 - 压制
def entry_1326(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +12%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.12)
        pass
    if mode == 1:
        pass


# 固定装备：爆龙王的支配 - 压制
def entry_1327(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：生息之壶觞
def entry_1328(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['10秒内分摊所受物理/魔法所受伤害的30%。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：生息之壶觞
def entry_1329(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%']
    if mode == 0:
        char.技能攻击力加成(0.07)
        pass
    if mode == 1:
        pass


# 固定装备：终结之龙玉
def entry_1330(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['物理/魔法所受伤害减少量 +12%']
    if mode == 0:
        char.add_eq_params('hurted_ratio',0.12)
        pass
    if mode == 1:
        pass


# 固定装备：终结之龙玉
def entry_1331(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%']
    if mode == 0:
        char.技能攻击力加成(part=part, x=0.13)
        pass
    if mode == 1:
        pass


# 固定装备：含泪之宝石
def entry_1332(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%']
    if mode == 0:
        char.技能攻击力加成(0.17)
        pass
    if mode == 1:
        pass


# 固定装备：含泪之宝石
def entry_1333(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['攻击时，使自身进入无法解除的异常状态20秒。 (冷却时间4秒)', '- 出血/中毒/感电/灼伤中的1种']
    if mode == 0:
        pa.own_type = list(set(['出血', '中毒', '感电', '灼伤']) | set(pa.own_type))
        pass
    if mode == 1:
        pass


# 固定装备：穿云破雾之光
def entry_1445(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +8%']
    if mode == 0:
        char.技能攻击力加成(0.08)
        pass
    if mode == 1:
        pass


# 固定装备：穿云破雾之光
def entry_1446(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['30秒内分摊50%的物理/魔法所受伤害', '进入霸体状态']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：触手可及之记忆
def entry_1447(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%', '技能冷却时间恢复速度 +10% (觉醒技能除外)']
    if mode == 0:
        char.技能攻击力加成(0.07)
        char.技能恢复加成(1, 100, 0.1, excName=char.觉醒技能)
        pass
    if mode == 1:
        pass


# 固定装备：触手可及之记忆
def entry_1448(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['角色进入霸体状态。', '移动速度 +5%']
    if mode == 0:
        char.移动速度增加(0.05)
        pass
    if mode == 1:
        pass


# 固定装备：铭刻记忆之星尘
def entry_1449(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +16%']
    if mode == 0:
        char.技能攻击力加成(0.16)
        pass
    if mode == 1:
        pass


# 固定装备：铭刻记忆之星尘
def entry_1450(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：超界次元
def entry_1451(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +13%', '物理/魔法暴击率 +5%', '增加技能范围的属性数值的总和高于23%时，所有特性技能等级 +1']
    if mode == 0:
        char.暴击率增加(0.05)
        char.技能攻击力加成(0.13)
        pass
    if mode == 1:
        if char.get_eq_params('skill_range') >= 0.23:
            char.set_eq_params("tp",1)
            for skill in char.技能栏:
                if hasattr(skill,"TP等级")  and skill.TP等级 > 0:
                    skill.TP等级加成(1)
        else:
            return '技能范围增加不足23%'
        pass


# 固定装备：超界次元
def entry_1452(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有属性强化 +10']
    if mode == 0:
        char.所有属性强化加成(10)
        pass
    if mode == 1:
        pass


# 固定装备：如流岁月
def entry_1453(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +19%']
    if mode == 0:
        char.技能攻击力加成(0.19)
        pass
    if mode == 1:
        pass


# 固定装备：如流岁月
def entry_1454(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['施放技能时，获得生命值最大值15%的保护罩，效果持续2秒。 (冷却时间0.5秒)']
    if mode == 0:
        char.set_eq_params('protect',char.get_eq_params('protect') + 0.15)
        pass
    if mode == 1:
        pass


# 固定装备：命运的领航标
def entry_1455(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +9%']
    if mode == 0:
        char.技能攻击力加成(0.09)
        pass
    if mode == 1:
        pass


# 固定装备：命运的领航标
def entry_1456(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +10%']
    if mode == 0:
        char.所有速度增加(part=part, x=0.1)
        pass
    if mode == 1:
        pass


# 固定装备：世界的中心轴
def entry_1457(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +11%']
    if mode == 0:
        char.技能攻击力加成(0.11)
        pass
    if mode == 1:
        pass


# 固定装备：世界的中心轴
def entry_1458(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：知海沉舟
def entry_1459(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +35%']
    if mode == 0:
        char.所有速度增加(0.35,part)
        pass
    if mode == 1:
        pass


# 固定装备：知海沉舟
def entry_1460(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +7%']
    if mode == 0:
        char.技能攻击力加成(0.07)
        pass
    if mode == 1:
        pass


# 固定装备：忘却之记载
def entry_1461(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['[记载遗失]', '当生命值因装备和技能消耗时，以魔法值代替消耗。']
    if mode == 0:
        pass
    if mode == 1:
        pass


# 固定装备：忘却之记载
def entry_1462(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['最终伤害 +14%']
    if mode == 0:
        char.技能攻击力加成(0.14)
        pass
    if mode == 1:
        pass


# 固定装备：遥远之刻痕
def entry_1463(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['50、85、100级技能攻击力 + 20%']
    if mode == 0:
        pass
    if mode == 1:
        char.技能倍率加成(50, 50, 0.2)
        char.技能倍率加成(85, 85, 0.2)
        char.技能倍率加成(100, 100, 0.2)
        pass


# 固定装备：遥远之刻痕
def entry_1464(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
    if text:
        return ['所有速度 +30%', '[冥界印记]', '施放技能时，有7.7%的几率增加100%的该技能攻击力，将敌人引向冥界。']
    if mode == 0:
        char.所有速度增加(0.3,part)
        pass
    if mode == 1:
        # 暂未实现
        pass





